Exemple #1
0
static void handleScanCode(
    int key)
{
    switch (key) {
        /* start of view position functions */
        case KB_right:
            TurnRight();
            break;
        case KB_left:
            TurnLeft();
            break;
        case KB_down:
            TurnForwards();
            break;
        case KB_up:
            TurnBackwards();
            break;
            /* end of view postions functions */
            /* start of miseclleneous functions */
        case KB_pageUp:
            FireCannon();
            break;
        case KB_home:
            Toggle();
            break;
            /* end of miscelleneous functions */
        }
}
Exemple #2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_PropJeep::DriveVehicle( float flFrameTime, CUserCmd *ucmd, int iButtonsDown, int iButtonsReleased )
{
	int iButtons = ucmd->buttons;

	//Adrian: No headlights on Superfly.
/*	if ( ucmd->impulse == 100 )
	{
		if (HeadlightIsOn())
		{
			HeadlightTurnOff();
		}
        else 
		{
			HeadlightTurnOn();
		}
	}*/
		
	// Only handle the cannon if the vehicle has one
	if ( m_bHasGun )
	{
		// If we're holding down an attack button, update our state
		if ( IsOverturned() == false )
		{
			if ( iButtons & IN_ATTACK )
			{
				if ( m_bCannonCharging )
				{
					FireChargedCannon();
				}
				else
				{
					FireCannon();
				}
			}
			else if ( iButtons & IN_ATTACK2 )
			{
				ChargeCannon();
			}
		}

		// If we've released our secondary button, fire off our cannon
		if ( ( iButtonsReleased & IN_ATTACK2 ) && ( m_bCannonCharging ) )
		{
			FireChargedCannon();
		}
	}

	BaseClass::DriveVehicle( flFrameTime, ucmd, iButtonsDown, iButtonsReleased );
}
Exemple #3
0
/* ARGSUSED1 */
void
special(int key, int x, int y)
{

  int i = 0;

  switch (key) {
    /* start of view position functions */
  case GLUT_KEY_RIGHT:{
      TurnRight();
      i++;
    }
    break;
  case GLUT_KEY_LEFT:{
      TurnLeft();
      i++;
    }
    break;
  case GLUT_KEY_DOWN:{
      TurnForwards();
      i++;
    }
    break;
  case GLUT_KEY_UP:{
      TurnBackwards();
      i++;
    }
    break;
    /* end of view postions functions */
    /* start of miseclleneous functions */
  case GLUT_KEY_PAGE_UP:{
      FireCannon();
      i++;
    }
    break;
    /* end of miscelleneous functions */
  }
  if (i)
    glutPostRedisplay();
}
Exemple #4
0
GLenum key(int key, GLenum mask) {

	int i = 0;

	switch (key) {
	/* start arm control functions */
	case 'q': {
		shoulder2Subtract();
		i++;
	}
	break;

	case 'a': {
		shoulder2Add();
		i++;
	}
	break;

	case 'w': {
		shoulder1Subtract();
		i++;
	}
	break;

	case 's': {
		shoulder1Add();
		i++;
	}
	break;

	case '2': {
		shoulder3Add();
		i++;
	}
	break;

	case '1': {
		shoulder4Add();
		i++;
	}
	break;

	case '4': {
		shoulder3Subtract();
		i++;
	}
	break;

	case '3': {
		shoulder4Subtract();
		i++;
	}
	break;

	case 'z': {
		lat2Raise();
		i++;
	}
	break;

	case 'Z': {
		lat2Lower();
		i++;
	}
	break;

	case 'x': {
		lat1Raise();
		i++;
	}
	break;

	case 'X': {
		lat1Lower();
		i++;
	}
	break;

	case 'A': {
		elbow2Add();
		i++;
	}
	break;

	case 'Q': {
		elbow2Subtract();
		i++;
	}
	break;

	case 'S': {
		elbow1Add();
		i++;
	}
	break;

	case 'W': {
		elbow1Subtract();
		i++;
	}
	break;
		/* end of arm control functions */

	/* start of torso control functions */
	case 'd': {
		RotateAdd();
		i++;
	}
	break;

	case 'g': {
		RotateSubtract();
		i++;
	}
	break;

	case 'r': {
		MechTiltAdd();
		i++;
	}
	break;

	case 'f': {
		MechTiltSubtract();
		i++;
	}
	break;
		/* end of torso control functions */

	/* start of leg control functions */
	case 'h': {
		RaiseLeg2Forward();
		i++;
	}
	break;

	case 'y': {
		LowerLeg2Backwards();
		i++;
	}
	break;

	case 'Y': {
		RaiseLeg2Outwards();
		i++;
	}
	break;

	case 'H': {
		LowerLeg2Inwards();
		i++;
	}
	break;

	case 'j': {
		RaiseLeg1Forward();
		i++;
	}
	break;

	case 'u': {
		LowerLeg1Backwards();
		i++;
	}
	break;

	case 'U': {
		RaiseLeg1Outwards();
		i++;
	}
	break;

	case 'J': {
		LowerLeg1Inwards();
		i++;
	}
	break;

	case 'N': {
		Heel2Add();
		i++;
	}
	break;

	case 'n': {
		Heel2Subtract();
		i++;
	}
	break;

	case 'M': {
		Heel1Add();
		i++;
	}
	break;

	case 'm': {
		Heel1Subtract();
		i++;
	}
	break;

	case 'k': {
		Ankle2Add();
		i++;
	}
	break;

	case 'K': {
		Ankle2Subtract();
		i++;
	}
	break;

	case 'l': {
		Ankle1Add();
		i++;
	}
	break;

	case 'L': {
		Ankle1Subtract();
		i++;
	}
	break;
		/* end of leg control functions */

	/* start of light source position functions */
	case 'p': {
		LightTurnRight();
		i++;
	}
	break;

	case 'i': {
		LightTurnLeft();
		i++;
	}
	break;

	case 'o': {
		LightForwards();
		i++;
	}
	break;

	case '9': {
		LightBackwards();
		i++;
	}
	break;
		/* end of light source position functions */

	/* start of misc functions */
	case 't':
		Toggle();
		break;

	case KEY_LEFT:
		TurnLeft();
		break;

	case KEY_RIGHT:
		TurnRight();
		break;

	case KEY_UP:
		TurnBackwards();
		break;

	case KEY_DOWN:
		TurnForwards();
		break;

	case ' ':
		FireCannon();
	}

	return 0;
}