void CCar::vfProcessInputKey (int iCommand, bool bPressed) { if (bPressed) OnKeyboardPress (iCommand); else OnKeyboardRelease (iCommand); }
bool game_cl_GameState::IR_OnKeyboardPress (int dik) { if(local_player && !local_player->IsSkip()) return OnKeyboardPress( get_binded_action(dik) ); else return false; }
void CUISequenceSimpleItem::OnMousePress (int btn) { int dik = 0; switch(btn) { case 0:dik = MOUSE_1;break; case 1:dik = MOUSE_2;break; case 2:dik = MOUSE_3;break; default:return; } OnKeyboardPress(dik); }
void game_cl_Deathmatch::OnGameMenuRespond_ChangeSkin(NET_Packet& P) { s8 NewSkin = P.r_s8(); local_player->skin = NewSkin; if (pCurSkinMenu && pCurSkinMenu->IsShown()) pCurSkinMenu->HideDialog(); //if (m_game_ui->m_pMapDesc && m_game_ui->m_pMapDesc->IsShown()) // m_game_ui->m_pMapDesc->HideDialog(); SetCurrentSkinMenu (); if (pCurSkinMenu) pCurSkinMenu->SetCurSkin(local_player->skin); SetCurrentBuyMenu (); ReInitRewardGenerator (local_player); m_bSpectatorSelected = FALSE; if (m_bMenuCalledFromReady) { OnKeyboardPress (kJUMP); } };
void game_cl_Deathmatch::OnGameMenuRespond_ChangeSkin(NET_Packet& P) { s8 NewSkin = P.r_s8(); local_player->skin = NewSkin; if (pCurSkinMenu && pCurSkinMenu->IsShown()) StartStopMenu (pCurSkinMenu, true); if (m_game_ui->m_pMapDesc && m_game_ui->m_pMapDesc->IsShown()) StartStopMenu (m_game_ui->m_pMapDesc, TRUE); SetCurrentSkinMenu (); if (pCurSkinMenu) pCurSkinMenu->SetCurSkin(local_player->skin); SetCurrentBuyMenu (); if (pCurBuyMenu) pCurBuyMenu->SetSkin(local_player->skin); m_bSpectatorSelected = FALSE; if (m_bMenuCalledFromReady) { OnKeyboardPress (kJUMP); } };