2023-10-03 14:23:56 +00:00
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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2020-04-22 16:56:21 +00:00
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef IN_BUTTONS_H
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#define IN_BUTTONS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define IN_ATTACK (1 << 0)
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#define IN_JUMP (1 << 1)
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#define IN_DUCK (1 << 2)
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#define IN_FORWARD (1 << 3)
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#define IN_BACK (1 << 4)
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#define IN_USE (1 << 5)
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#define IN_CANCEL (1 << 6)
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#define IN_LEFT (1 << 7)
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#define IN_RIGHT (1 << 8)
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#define IN_MOVELEFT (1 << 9)
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#define IN_MOVERIGHT (1 << 10)
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#define IN_ATTACK2 (1 << 11)
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#define IN_RUN (1 << 12)
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#define IN_RELOAD (1 << 13)
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#define IN_ALT1 (1 << 14)
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#define IN_ALT2 (1 << 15)
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#define IN_SCORE (1 << 16) // Used by client.dll for when scoreboard is held down
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#define IN_SPEED (1 << 17) // Player is holding the speed key
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#define IN_WALK (1 << 18) // Player holding walk key
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#define IN_ZOOM (1 << 19) // Zoom key for HUD zoom
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#define IN_WEAPON1 (1 << 20) // weapon defines these bits
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#define IN_WEAPON2 (1 << 21) // weapon defines these bits
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#define IN_BULLRUSH (1 << 22)
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#define IN_GRENADE1 (1 << 23) // grenade 1
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#define IN_GRENADE2 (1 << 24) // grenade 2
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2023-10-03 14:23:56 +00:00
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#define IN_LOOKSPIN (1 << 25)
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#ifdef INFESTED_DLL
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#define IN_CURRENT_ABILITY (1 << 22) // overloading BULLRUSH
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#define IN_PREV_ABILITY (1 << 23) // overloading GRENADE1
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#define IN_NEXT_ABILITY (1 << 24) // overloading GRENADE2
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#define IN_MELEE_LOCK (1 << 26)
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#define IN_MELEE_CONTACT (1 << 27)
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#define IN_ABILITY1 (1 << 28)
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#define IN_ABILITY2 (1 << 29)
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#define IN_ABILITY3 (1 << 30)
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#define IN_ABILITY4 (1 << 31)
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#define IN_ABILITY5 (1 << 19) // overloading ZOOM
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#endif // INFESTED_DLL
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2020-04-22 16:56:21 +00:00
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#endif // IN_BUTTONS_H
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