void IN_Alt2Up( const CCommand &args ) {KeyUp(&in_alt2, args[1] );}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoverightUp(void) { KeyUp(&in_moveright); gHUD.m_Spectator.HandleButtonsUp( IN_MOVERIGHT ); }
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_BackUp(void) { KeyUp(&in_back); gHUD.m_Spectator.HandleButtonsUp( IN_BACK ); }
void IN_JLookUp (void) {KeyUp(&in_jlook);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
void IN_Attack2Up(void) {KeyUp(&in_attack2);}
void IN_DropFlagUp( const CCommand &args ) { KeyUp( &in_dropflag, args[1] ); }
void IN_AttackUp( const CCommand &args ) { KeyUp( &in_attack, args[1] ); in_cancel = 0; }
void IN_FreezeUp( const CCommand &args ) { KeyUp( &in_freeze, args[1] ); }
void IN_ZoomUp( const CCommand &args ) {KeyUp(&in_zoom, args[1] );}
void IN_GraphUp( const CCommand &args ) {KeyUp(&in_graph, args[1] );}
void IN_BreakUp( void ) { KeyUp( &in_break ); };
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_JumpUp (void) {KeyUp(&in_jump);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DuckUp(void) {KeyUp(&in_duck);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_ReloadUp(void) {KeyUp(&in_reload);}
void IN_ForwardUp(void) { KeyUp(&in_forward); gHUD.m_Spectator.HandleButtonsUp( IN_FORWARD ); }
void IN_Alt1Up(void) {KeyUp(&in_alt1);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_GraphUp(void) {KeyUp(&in_graph);}
void IN_MoveleftUp(void) { KeyUp(&in_moveleft); gHUD.m_Spectator.HandleButtonsUp( IN_MOVELEFT ); }
void IN_AttackUp(void) { KeyUp( &in_attack ); in_cancel = 0; }
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_ReloadUp( const CCommand &args ) {KeyUp(&in_reload, args[1] );}