/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /// \file input.h -- external (non-keyboard) input devices #ifndef INPUT_H #define INPUT_H extern cvar_t in_pitch_min; extern cvar_t in_pitch_max; extern qboolean in_client_mouse; extern float in_windowmouse_x, in_windowmouse_y; extern float in_mouse_x, in_mouse_y; //enum input_dest_e {input_game,input_message,input_menu} input_dest; void IN_Move (void); // add additional movement on top of the keyboard move cmd #define IN_BESTWEAPON_MAX 32 typedef struct { char name[32]; int impulse; int activeweaponcode; int weaponbit; int ammostat; int ammomin; /// \TODO add a parameter for the picture to be used by the sbar, and use it there } in_bestweapon_info_t; extern in_bestweapon_info_t in_bestweapon_info[IN_BESTWEAPON_MAX]; void IN_BestWeapon_ResetData(void); ///< call before each map so QC can start from a clean state #endif