+#if 0
+#define USERPLAYING() ( !key_consoleactive && key_dest == key_game && (cls.state == ca_connected && cls.signon == SIGNONS) )
+ const char *bind;
+
+ // get key binding
+ bind = keybindings[ key_bmap ][ key ];
+ if( !bind ) {
+ bind = keybindings[ key_bmap2 ][ key ];
+ }
+
+ // update key repeats
+ if( down ) {
+ keydown[ key ] = min(keydown[ key ] + 1, 2);
+ if( keydown[ key ] > 1 ) {
+ if( (key_consoleactive && !consolekeys[key]) || USERPLAYING() )
+ return; // ignore most autorepeats
+ }
+ } else {
+ keydown[ key ] = 0;
+ }
+
+ if( !down ) {
+ if( bind && bind[ 0 ] == '+') {
+ Cbuf_AddText( va( "-%s %i\n", bind + 1, key) );
+ }
+ } else {
+ // handle ESCAPE specially, so unbinding wont help
+ if( key == K_ESCAPE ) {
+ // shift-escape is a safety measure for users who cant toggle the console otherwise
+ if( keydown[K_SHIFT] ) {
+ Con_ToggleConsole_f();
+ return;
+ }
+ switch( key_dest ) {
+ case key_message:
+ Key_Message( key, ascii );
+ break;
+ case key_menu:
+ MR_Keydown( key, ascii );
+ break;
+ case key_game:
+ if (COM_CheckParm ("-demolooponly"))
+ {
+ CL_Disconnect ();
+ return;
+ }
+ MR_ToggleMenu_f();
+ break;
+ default:
+ Sys_Error( "Bad key_dest" );
+ }
+ return;
+ }
+
+ if( !(key_consoleactive && consolekeys[ key ]) && bind && !strncmp( bind, "toggleconsole", strlen( "toggleconsole" ) ) ) {
+ Cbuf_AddText( bind );
+ Cbuf_AddText( "\n" );
+ if( ascii != STRING_COLOR_TAG ) {
+ return;
+ }
+ } else {
+ // during demo playback, all keys ingame bring up the main menu
+ if( cls.demoplayback && !key_consoleactive && key_dest == key_game ) {
+ if (!COM_CheckParm ("-demolooponly"))
+ MR_ToggleMenu_f ();
+ return;
+ }
+
+ // menu bind/function keys or normal binds
+ if( (key_dest == key_menu && menubound[key]) || USERPLAYING() ) {
+ if( bind ) {
+ if( bind[0] == '+' ) { // button commands add keynum as a parm
+ Cbuf_AddText( va( "%s %i\n", bind, key ) );
+ } else {
+ Cbuf_AddText( bind );
+ Cbuf_AddText( "\n" );
+ }
+ }
+ return;
+ }
+ }
+
+ // either console or game state key functions
+ if( key_consoleactive ) {
+ Key_Console( key, ascii );
+ } else {
+ switch (key_dest) {
+ case key_message:
+ Key_Message( key, ascii );
+ break;
+ case key_menu:
+ MR_Keydown( key, ascii );
+ break;
+ case key_game:
+ // unbound key
+ break;
+ default:
+ Sys_Error( "Bad key_dest" );
+ }
+ }
+ }
+#elif 1
+#define USERPLAYING() ( !key_consoleactive && key_dest == key_game && (cls.state == ca_connected && cls.signon == SIGNONS) )
+ const char *bind;
+
+ // get key binding
+ bind = keybindings[key_bmap][key];
+ if (!bind)
+ bind = keybindings[key_bmap2][key];
+
+ if (!down)
+ {
+ // clear repeat count now that the key is released
+ keydown[key] = 0;
+ // key up events only generate commands if the game key binding is a button
+ // command (leading + sign). These will occur even in console mode, to
+ // keep the character from continuing an action started before a console
+ // switch. Button commands include the kenum as a parameter, so multiple
+ // downs can be matched with ups
+ if (bind && bind[0] == '+')
+ Cbuf_AddText(va("-%s %i\n", bind + 1, key));
+ return;
+ }
+
+ // from here on we know this is a down event
+
+ // increment key repeat count each time a down is received so that things
+ // which want to ignore key repeat can ignore it
+ keydown[key] = min(keydown[key] + 1, 2);
+
+ // key_consoleactive is a flag not a key_dest because the console is a
+ // high priority overlay ontop of the normal screen (designed as a safety
+ // feature so that developers and users can rescue themselves from a bad
+ // situation).
+ //
+ // this also means that toggling the console on/off does not lose the old
+ // key_dest state
+
+ // specially handle escape (togglemenu) and shift-escape (toggleconsole)
+ // engine bindings, these are not handled as normal binds so that the user
+ // can recover from a completely empty bindmap
+ if (key == K_ESCAPE)
+ {
+ // ignore key repeats on escape
+ if (keydown[key] > 1)
+ return;
+ // escape does these things:
+ // key_consoleactive - close console
+ // key_message - abort messagemode
+ // key_menu - go to parent menu (or key_game)
+ // key_game - open menu
+ // in all modes shift-escape toggles console
+ if (key_consoleactive || keydown[K_SHIFT])
+ {
+ Con_ToggleConsole_f ();
+ return;
+ }
+ switch (key_dest)
+ {
+ case key_message:
+ Key_Message (key, ascii);
+ break;
+ case key_menu:
+ MR_Keydown (key, ascii);
+ break;
+ case key_game:
+ MR_ToggleMenu_f ();
+ break;
+ default:
+ if(UI_Callback_IsSlotUsed(key_dest - 3))
+ UI_Callback_KeyDown (key, ascii);
+ else
+ Sys_Error ("Bad key_dest");
+ }
+ return;
+ }
+
+ // send function keydowns to interpreter no matter what mode is
+ if (key >= K_F1 && key <= K_F12)
+ {
+ // ignore key repeats on F1-F12 binds
+ if (keydown[key] > 1)
+ return;
+ if (bind)
+ {
+ // button commands add keynum as a parm
+ if (bind[0] == '+')
+ Cbuf_AddText (va("%s %i\n", bind, key));
+ else
+ {
+ Cbuf_AddText (bind);
+ Cbuf_AddText ("\n");
+ }
+ }
+ return;
+ }
+
+#if 1
+ // ignore binds (other than the above escape/F1-F12 keys) while in console
+ if (key_consoleactive)
+#else
+ // respond to toggleconsole binds while in console unless the pressed key
+ // happens to be the color prefix character (such as on German keyboards)
+ if (key_consoleactive && (strncmp(bind, "toggleconsole", strlen("toggleconsole")) || ascii == STRING_COLOR_TAG))
+#endif
+ {
+ Key_Console (key, ascii);
+ return;
+ }
+
+ // anything else is a key press into the game, chat line, or menu
+ switch (key_dest)
+ {
+ case key_message:
+ Key_Message (key, ascii);
+ break;
+ case key_menu:
+ MR_Keydown (key, ascii);
+ break;
+ case key_game:
+ // ignore key repeats on binds
+ if (bind && keydown[key] == 1)
+ {
+ // button commands add keynum as a parm
+ if (bind[0] == '+')
+ Cbuf_AddText (va("%s %i\n", bind, key));
+ else
+ {
+ Cbuf_AddText (bind);
+ Cbuf_AddText ("\n");
+ }
+ }
+ break;
+ default:
+ if(UI_Callback_IsSlotUsed(key_dest - 3))
+ UI_Callback_KeyDown (key, ascii);
+ else
+ Sys_Error ("Bad key_dest");
+ }
+#else