void IN_BackDown(void) { KeyDown(&in_back); gHUD.m_Spectator.HandleButtonsDown( IN_BACK ); }
void IN_LookdownDown(void) { KeyDown(&in_lookdown); }
void IN_MoverightDown(void) { KeyDown(&in_moveright); }
void IN_RightDown(void) { KeyDown(&in_right); }
void IN_BackDown(void) { KeyDown(&in_back); }
void IN_KLookDown(void) { KeyDown(&in_klook); }
void IN_DownDown(void) { KeyDown(&in_down); }
void IN_DuckDown(void) { KeyDown(&in_duck); gHUD.m_Spectator.HandleButtonsDown( IN_DUCK ); }
void IN_ReloadDown(void) {KeyDown(&in_reload);}
void IN_UseDown (void) { KeyDown(&in_use); gHUD.m_Spectator.HandleButtonsDown( IN_USE ); }
void IN_JumpDown (void) { KeyDown(&in_jump); gHUD.m_Spectator.HandleButtonsDown( IN_JUMP ); }
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_MoverightDown(void) { KeyDown(&in_moveright); gHUD.m_Spectator.HandleButtonsDown( IN_MOVERIGHT ); }
void IN_MoveleftDown(void) { KeyDown(&in_moveleft); gHUD.m_Spectator.HandleButtonsDown( IN_MOVELEFT ); }
void CAM_InDown( const CCommand &args ) { KeyDown( &cam_in, args[1] ); }
void IN_Alt1Down(void) {KeyDown(&in_alt1);}
void CAM_OutDown( const CCommand &args ) { KeyDown( &cam_out, args[1] ); }
void IN_GraphDown(void) {KeyDown(&in_graph);}
void IN_UpDown(void) { KeyDown(&in_up); }
void IN_AttackDown(void) { KeyDown( &in_attack ); gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK ); }
void IN_LeftDown(void) { KeyDown(&in_left); }
void CAM_PitchUpDown( const CCommand &args ) { KeyDown( &cam_pitchup, args[1] ); }
void IN_ForwardDown(void) { KeyDown(&in_forward); }
void CAM_PitchDownDown( const CCommand &args ) { KeyDown( &cam_pitchdown, args[1] ); }
void IN_LookupDown(void) { KeyDown(&in_lookup); }
void CAM_YawLeftDown( const CCommand &args ) { KeyDown( &cam_yawleft, args[1] ); }
void IN_MoveleftDown(void) { KeyDown(&in_moveleft); }
void CAM_YawRightDown( const CCommand &args ) { KeyDown( &cam_yawright, args[1] ); }
void IN_SpeedDown(void) { KeyDown(&in_speed); }
void IN_ForwardDown(void) { KeyDown(&in_forward); gHUD.m_Spectator.HandleButtonsDown( IN_FORWARD ); }