void handleKeyDown() { if(CURRENT_ITEM_DRAGGED != -1) return; const Uint8* keystate = SDL_GetKeyboardState(NULL); const Uint32 modstate = SDL_GetModState(); //continuous-response keys if (keystate[SDL_SCANCODE_UP]) { button_move_up(); } else if (keystate[SDL_SCANCODE_RIGHT]) { button_move_right(); } else if (keystate[SDL_SCANCODE_LEFT]) { button_move_left(); } else if (keystate[SDL_SCANCODE_DOWN]) { button_move_down(); } if (modstate & (KMOD_LSHIFT | KMOD_RSHIFT)) { button_push(); } if (keystate[SDL_SCANCODE_SPACE]) { button_fire(); } }
void button_killed (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point) { self->activator = attacker; self->health = self->max_health; self->takedamage = DAMAGE_NO; button_fire (self); }
void button_killed() { self->s.v.enemy = EDICT_TO_PROG( damage_attacker ); self->s.v.health = self->s.v.max_health; self->s.v.takedamage = DAMAGE_NO; // wil be reset upon return button_fire(); }
void button_touch() { if ( strneq( other->s.v.classname, "player" ) ) return; self->s.v.enemy = EDICT_TO_PROG( other ); button_fire(); }
void button_touch (edict_t *self, edict_t *other, cplane_t *plane, csurface_t *surf) { if ((!other->client) && (!other->svflags & SVF_MONSTER)) return; if (other->health <= 0) return; self->activator = other; button_fire (self); }
void button_use (edict_t *self, edict_t *other, edict_t *activator) { self->activator = activator; button_fire (self); }
void button_use() { self->s.v.enemy = EDICT_TO_PROG( activator ); button_fire(); }