I tried to take the "Input" by your tutorial W2S, but since I'm bad in reverse, I stopped at the last stages ...
in SDK in abstract_class IBaseClientDLL , func № 14 - IN_ActivateMouse()
C++:
abstract_class IBaseClientDLL
{
public:
// Called once when the client DLL is loaded
virtual int Init( CreateInterfaceFn appSystemFactory,
CreateInterfaceFn physicsFactory,
CGlobalVarsBase *pGlobals ) = 0;
virtual void PostInit() = 0;
// Called once when the client DLL is being unloaded
virtual void Shutdown( void ) = 0;
// Called once the client is initialized to setup client-side replay interface pointers
virtual bool ReplayInit( CreateInterfaceFn replayFactory ) = 0;
virtual bool ReplayPostInit() = 0;
// Called at the start of each level change
virtual void LevelInitPreEntity( char const* pMapName ) = 0;
// Called at the start of a new level, after the entities have been received and created
virtual void LevelInitPostEntity( ) = 0;
// Called at the end of a level
virtual void LevelShutdown( void ) = 0;
// Request a pointer to the list of client datatable classes
virtual ClientClass *GetAllClasses( void ) = 0;
// Called once per level to re-initialize any hud element drawing stuff
virtual int HudVidInit( void ) = 0;
// Called by the engine when gathering user input
virtual void HudProcessInput( bool bActive ) = 0;
// Called oncer per frame to allow the hud elements to think
virtual void HudUpdate( bool bActive ) = 0;
// Reset the hud elements to their initial states
virtual void HudReset( void ) = 0;
// Display a hud text message
virtual void HudText( const char * message ) = 0;
// Mouse Input Interfaces
// Activate the mouse (hides the cursor and locks it to the center of the screen)
virtual void IN_ActivateMouse( void ) = 0;
// Deactivates the mouse (shows the cursor and unlocks it)
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