fixed building on windows (clangd is moron)
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@@ -118,8 +118,8 @@ void IEngine::Init()
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// Init IO
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IVideo::Init();
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IInput::Init();
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IInput::SetInputMode(INPUT_MODE_MENU);
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Input()->Init();
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Input()->SetInputMode(INPUT_MODE_MENU);
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IFGUI::Init();
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};
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@@ -1,5 +1,6 @@
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#include "input.h"
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#include "console.h"
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#include "interface.h"
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#include "mainmenu.h"
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#include "tier0/lib.h"
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#include "tier1/commandline.h"
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@@ -105,10 +106,22 @@ EInputKey IInput_StringToKey( char *psz )
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};
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interface CInput: public IInput
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{
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public:
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virtual void Init() override;
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virtual void Frame() override;
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virtual void Deinit() override;
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virtual void KeyEvent( EInputKey key, EKeyEventType event ) override;
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virtual void AxisEvent( EInputAxis axis, float fValue ) override;
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};
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DECLARE_ENGINE_INTERFACE(Input, CInput)
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void IInput::Init( void )
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void CInput::Init( void )
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{
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}
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@@ -134,7 +147,7 @@ CUtlVector<EInputMode> g_inputModeStack = {INPUT_MODE_GAME, INPUT_MODE_MENU};
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// INPUT FIELD:
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// Doesn't recieve any events except for KEY_ESCAPE and KEY_ENTER
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//-----------------------------------------------------------------------------
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void IInput::KeyEvent( EInputKey key, EKeyEventType event )
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void CInput::KeyEvent( EInputKey key, EKeyEventType event )
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{
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if (event == KEY_EVENT_TYPE_DOWN && key == KEY_ESCAPE)
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{
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@@ -213,7 +226,7 @@ void IInput::KeyEvent( EInputKey key, EKeyEventType event )
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// Axis events for the input devices such as mouse and controller.
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// Game needs to explicitly support all of the devices.
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//-----------------------------------------------------------------------------
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void IInput::AxisEvent( EInputAxis axis, float fValue )
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void CInput::AxisEvent( EInputAxis axis, float fValue )
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{
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if (g_inputModeStack[g_inputModeStack.GetSize()-1] == INPUT_MODE_GAME)
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{
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@@ -233,7 +246,7 @@ void IInput::AxisEvent( EInputAxis axis, float fValue )
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void IInput::Frame( void )
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void CInput::Frame( void )
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{
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g_fAxisValues[AXIS_MOUSE_X] += g_fAxisModifiers[AXIS_CONTROLLER_PITCH];
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g_fAxisValues[AXIS_MOUSE_Y] += g_fAxisModifiers[AXIS_CONTROLLER_YAW];
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@@ -242,7 +255,7 @@ void IInput::Frame( void )
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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void IInput::Deinit( void )
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void CInput::Deinit( void )
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{
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}
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@@ -55,7 +55,7 @@ void IServer::Think( float fDelta )
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while(g_fAccumulator>=fTickrate)
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{
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if (INetworking::IsClient())
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IInput::Frame();
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Input()->Frame();
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Console()->Execute();
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g_fAccumulator-=fTickrate;
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for (auto &entity: EntityManager()->m_entities)
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@@ -452,16 +452,16 @@ void IVideo_HandleEvents()
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break;
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case SDL_EVENT_KEY_DOWN:
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if (!key->repeat)
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IInput::KeyEvent(ISDL_KeyName(key->key),KEY_EVENT_TYPE_DOWN);
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Input()->KeyEvent(ISDL_KeyName(key->key),KEY_EVENT_TYPE_DOWN);
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break;
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case SDL_EVENT_KEY_UP:
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key = &event.key;
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if (!key->repeat)
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IInput::KeyEvent(ISDL_KeyName(key->key),KEY_EVENT_TYPE_UP);
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Input()->KeyEvent(ISDL_KeyName(key->key),KEY_EVENT_TYPE_UP);
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break;
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case SDL_EVENT_MOUSE_MOTION:
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IInput::AxisEvent(AXIS_MOUSE_X, motion->yrel*m_pitch.GetFloat());
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IInput::AxisEvent(AXIS_MOUSE_Y, -motion->xrel*m_yaw.GetFloat());
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Input()->AxisEvent(AXIS_MOUSE_X, motion->yrel*m_pitch.GetFloat());
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Input()->AxisEvent(AXIS_MOUSE_Y, -motion->xrel*m_yaw.GetFloat());
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break;
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case SDL_EVENT_GAMEPAD_AXIS_MOTION:
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{
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@@ -473,11 +473,11 @@ void IVideo_HandleEvents()
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if (axis == SDL_GAMEPAD_AXIS_RIGHTY)
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{
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IInput::AxisEvent(AXIS_CONTROLLER_PITCH, value);
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Input()->AxisEvent(AXIS_CONTROLLER_PITCH, value);
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}
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if (axis == SDL_GAMEPAD_AXIS_RIGHTX)
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{
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IInput::AxisEvent(AXIS_CONTROLLER_YAW, -value);
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Input()->AxisEvent(AXIS_CONTROLLER_YAW, -value);
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}
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}
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break;
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