- separated the button code from c_dispatch.
Two separate features justify two separate files.
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14 changed files with 339 additions and 275 deletions
256
src/console/c_buttons.cpp
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256
src/console/c_buttons.cpp
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/*
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** c_dispatch.cpp
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** Functions for executing console commands and aliases
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "c_buttons.h"
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#include "templates.h"
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#include "c_dispatch.h"
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#include "printf.h"
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#include "cmdlib.h"
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#include "c_console.h"
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FButtonStatus Button_Mlook, Button_Klook, Button_Use, Button_AltAttack,
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Button_Attack, Button_Speed, Button_MoveRight, Button_MoveLeft,
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Button_Strafe, Button_LookDown, Button_LookUp, Button_Back,
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Button_Forward, Button_Right, Button_Left, Button_MoveDown,
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Button_MoveUp, Button_Jump, Button_ShowScores, Button_Crouch,
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Button_Zoom, Button_Reload,
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Button_User1, Button_User2, Button_User3, Button_User4,
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Button_AM_PanLeft, Button_AM_PanRight, Button_AM_PanDown, Button_AM_PanUp,
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Button_AM_ZoomIn, Button_AM_ZoomOut;
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// To add new actions, go to the console and type "key <action name>".
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// This will give you the key value to use in the first column. Then
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// insert your new action into this list so that the keys remain sorted
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// in ascending order. No two keys can be identical. If yours matches
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// an existing key, change the name of your action.
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FActionMap ActionMaps[] =
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{
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{ &Button_AM_PanLeft, 0x0d52d67b, "am_panleft"},
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{ &Button_User2, 0x125f5226, "user2" },
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{ &Button_Jump, 0x1eefa611, "jump" },
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{ &Button_Right, 0x201f1c55, "right" },
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{ &Button_Zoom, 0x20ccc4d5, "zoom" },
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{ &Button_Back, 0x23a99cd7, "back" },
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{ &Button_AM_ZoomIn, 0x41df90c2, "am_zoomin"},
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{ &Button_Reload, 0x426b69e7, "reload" },
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{ &Button_LookDown, 0x4463f43a, "lookdown" },
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{ &Button_AM_ZoomOut, 0x51f7a334, "am_zoomout"},
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{ &Button_User4, 0x534c30ee, "user4" },
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{ &Button_Attack, 0x5622bf42, "attack" },
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{ &Button_User1, 0x577712d0, "user1" },
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{ &Button_Klook, 0x57c25cb2, "klook" },
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{ &Button_Forward, 0x59f3e907, "forward" },
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{ &Button_MoveDown, 0x6167ce99, "movedown" },
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{ &Button_AltAttack, 0x676885b8, "altattack" },
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{ &Button_MoveLeft, 0x6fa41b84, "moveleft" },
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{ &Button_MoveRight, 0x818f08e6, "moveright" },
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{ &Button_AM_PanRight, 0x8197097b, "am_panright"},
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{ &Button_AM_PanUp, 0x8d89955e, "am_panup"} ,
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{ &Button_Mlook, 0xa2b62d8b, "mlook" },
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{ &Button_Crouch, 0xab2c3e71, "crouch" },
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{ &Button_Left, 0xb000b483, "left" },
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{ &Button_LookUp, 0xb62b1e49, "lookup" },
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{ &Button_User3, 0xb6f8fe92, "user3" },
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{ &Button_Strafe, 0xb7e6a54b, "strafe" },
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{ &Button_AM_PanDown, 0xce301c81, "am_pandown"},
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{ &Button_ShowScores, 0xd5897c73, "showscores" },
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{ &Button_Speed, 0xe0ccb317, "speed" },
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{ &Button_Use, 0xe0cfc260, "use" },
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{ &Button_MoveUp, 0xfdd701c7, "moveup" },
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};
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#define NUM_ACTIONS countof(ActionMaps)
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// FindButton scans through the actionbits[] array
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// for a matching key and returns an index or -1 if
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// the key could not be found. This uses binary search,
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// so actionbits[] must be sorted in ascending order.
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FButtonStatus *FindButton (unsigned int key)
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{
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const FActionMap *bit;
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bit = BinarySearch<FActionMap, unsigned int>
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(ActionMaps, NUM_ACTIONS, &FActionMap::Key, key);
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return bit ? bit->Button : NULL;
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}
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bool FButtonStatus::PressKey (int keynum)
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{
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int i, open;
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keynum &= KEY_DBLCLICKED-1;
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if (keynum == 0)
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{ // Issued from console instead of a key, so force on
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Keys[0] = 0xffff;
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for (i = MAX_KEYS-1; i > 0; --i)
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{
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Keys[i] = 0;
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}
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}
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else
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{
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for (i = MAX_KEYS-1, open = -1; i >= 0; --i)
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{
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if (Keys[i] == 0)
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{
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open = i;
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}
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else if (Keys[i] == keynum)
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{ // Key is already down; do nothing
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return false;
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}
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}
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if (open < 0)
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{ // No free key slots, so do nothing
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Printf ("More than %u keys pressed for a single action!\n", MAX_KEYS);
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return false;
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}
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Keys[open] = keynum;
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}
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uint8_t wasdown = bDown;
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bDown = bWentDown = true;
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// Returns true if this key caused the button to go down.
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return !wasdown;
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}
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bool FButtonStatus::ReleaseKey (int keynum)
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{
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int i, numdown, match;
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uint8_t wasdown = bDown;
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keynum &= KEY_DBLCLICKED-1;
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if (keynum == 0)
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{ // Issued from console instead of a key, so force off
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for (i = MAX_KEYS-1; i >= 0; --i)
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{
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Keys[i] = 0;
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}
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bWentUp = true;
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bDown = false;
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}
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else
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{
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for (i = MAX_KEYS-1, numdown = 0, match = -1; i >= 0; --i)
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{
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if (Keys[i] != 0)
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{
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++numdown;
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if (Keys[i] == keynum)
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{
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match = i;
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}
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}
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}
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if (match < 0)
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{ // Key was not down; do nothing
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return false;
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}
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Keys[match] = 0;
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bWentUp = true;
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if (--numdown == 0)
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{
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bDown = false;
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}
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}
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// Returns true if releasing this key caused the button to go up.
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return wasdown && !bDown;
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}
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void ResetButtonTriggers ()
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{
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for (int i = NUM_ACTIONS-1; i >= 0; --i)
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{
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ActionMaps[i].Button->ResetTriggers ();
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}
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}
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void ResetButtonStates ()
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{
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for (int i = NUM_ACTIONS-1; i >= 0; --i)
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{
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FButtonStatus *button = ActionMaps[i].Button;
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if (button != &Button_Mlook && button != &Button_Klook)
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{
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button->ReleaseKey (0);
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}
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button->ResetTriggers ();
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}
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}
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int ListActionCommands (const char *pattern)
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{
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char matcher[16];
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unsigned int i;
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int count = 0;
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for (i = 0; i < NUM_ACTIONS; ++i)
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{
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if (pattern == NULL || CheckWildcards (pattern,
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(mysnprintf (matcher, countof(matcher), "+%s", ActionMaps[i].Name), matcher)))
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{
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Printf ("+%s\n", ActionMaps[i].Name);
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count++;
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}
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if (pattern == NULL || CheckWildcards (pattern,
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(mysnprintf (matcher, countof(matcher), "-%s", ActionMaps[i].Name), matcher)))
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{
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Printf ("-%s\n", ActionMaps[i].Name);
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count++;
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}
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}
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return count;
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}
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void AddButtonTabCommands()
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{
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// Add all the action commands for tab completion
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for (int i = 0; i < NUM_ACTIONS; i++)
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{
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char tname[16];
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strcpy (&tname[1], ActionMaps[i].Name);
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tname[0] = '+';
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C_AddTabCommand (tname);
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tname[0] = '-';
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C_AddTabCommand (tname);
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}
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}
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