Expose gamecontrol constants
Not gonna leave control setup broken until the Lua input library is merged
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1 changed files with 36 additions and 4 deletions
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@ -27,6 +27,7 @@
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#include "r_data.h" // patchalphastyle_t
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#include "k_boss.h" // spottype_t (for lua)
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#include "k_follower.h" // followermode_t (for lua)
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#include "g_input.h" // Game controls (for lua)
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#include "deh_tables.h"
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@ -1456,6 +1457,41 @@ struct int_const_s const INT_CONST[] = {
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{"GS_WAITINGPLAYERS",GS_WAITINGPLAYERS},
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{"GS_BLANCREDITS",GS_BLANCREDITS},
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// Game controls
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{"GC_NULL",gc_null},
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{"GC_AIMFORWARD",gc_aimforward},
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{"GC_AIMBACKWARD",gc_aimbackward},
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{"GC_TURNLEFT",gc_turnleft},
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{"GC_TURNRIGHT",gc_turnright},
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{"GC_ACCELERATE",gc_accelerate},
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{"GC_DRIFT",gc_drift},
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{"GC_BRAKE",gc_brake},
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{"GC_FIRE",gc_fire},
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{"GC_LOOKBACK",gc_lookback},
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{"GC_CAMRESET",gc_camreset},
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{"GC_CAMTOGGLE",gc_camtoggle},
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{"GC_SPECTATE",gc_spectate},
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{"GC_LOOKUP",gc_lookup},
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{"GC_LOOKDOWN",gc_lookdown},
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{"GC_CENTERVIEW",gc_centerview},
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{"GC_TALKKEY",gc_talkkey},
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{"GC_TEAMKEY",gc_teamkey},
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{"GC_SCORES",gc_scores},
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{"GC_CONSOLE",gc_console},
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{"GC_PAUSE",gc_pause},
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{"GC_SYSTEMMENU",gc_systemmenu},
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{"GC_SCREENSHOT",gc_screenshot},
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{"GC_RECORDGIF",gc_recordgif},
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{"GC_VIEWPOINT",gc_viewpoint},
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{"GC_CUSTOM1",gc_custom1},
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{"GC_CUSTOM2",gc_custom2},
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{"GC_CUSTOM3",gc_custom3},
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{"NUM_GAMECONTROLS",num_gamecontrols},
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// screen.h constants
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{"BASEVIDWIDTH", BASEVIDWIDTH},
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{"BASEVIDHEIGHT", BASEVIDHEIGHT},
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// SRB2Kart
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// kartitems_t
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#define FOREACH( name, n ) { TOSTR (KITEM_ ## name), KITEM_ ## name }
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@ -1512,10 +1548,6 @@ struct int_const_s const INT_CONST[] = {
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{"KARTSPEED_EASY", KARTSPEED_EASY},
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{"KARTSPEED_NORMAL", KARTSPEED_NORMAL},
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{"KARTSPEED_HARD", KARTSPEED_HARD},
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// screen.h constants
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{"BASEVIDWIDTH", BASEVIDWIDTH},
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{"BASEVIDHEIGHT", BASEVIDHEIGHT},
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// Custom client features exposed to lua
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{"FEATURE_INTERMISSIONHUD",1}, // This is to trick kart luas that look for this since its already here.
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