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#define _TRUE_ 1
#define _FALSE_ 0
#define _ON_ 1
#define _OFF_ 0
#define Keyboard_0 key[KEY_0]
#define Keyboard_1 key[KEY_1]
#define Keyboard_2 key[KEY_2]
#define Keyboard_3 key[KEY_3]
#define Keyboard_4 key[KEY_4]
#define Keyboard_5 key[KEY_5]
#define Keyboard_6 key[KEY_6]
#define Keyboard_7 key[KEY_7]
#define Keyboard_8 key[KEY_8]
#define Keyboard_9 key[KEY_9]
#define Keyboard_A key[KEY_a]
#define Keyboard_B key[KEY_b]
#define Keyboard_C key[KEY_c]
#define Keyboard_D key[KEY_d]
#define Keyboard_E key[KEY_e]
#define Keyboard_F key[KEY_f]
#define Keyboard_G key[KEY_g]
#define Keyboard_H key[KEY_h]
#define Keyboard_I key[KEY_i]
#define Keyboard_J key[KEY_j]
#define Keyboard_K key[KEY_k]
#define Keyboard_L key[KEY_l]
#define Keyboard_M key[KEY_m]
#define Keyboard_N key[KEY_n]
#define Keyboard_O key[KEY_o]
#define Keyboard_P key[KEY_p]
#define Keyboard_Q key[KEY_q]
#define Keyboard_R key[KEY_r]
#define Keyboard_S key[KEY_s]
#define Keyboard_T key[KEY_t]
#define Keyboard_U key[KEY_u]
#define Keyboard_V key[KEY_v]
#define Keyboard_W key[KEY_w]
#define Keyboard_X key[KEY_x]
#define Keyboard_Y key[KEY_y]
#define Keyboard_Z key[KEY_z]
#define Keyboard_Backspace key[KEY_BACKSPACE]
#define Keyboard_TAB key[KEY_TAB]
#define Keyboard_Clear key[KEY_CLEAR]
#define Keyboard_Return key[KEY_RETURN]
#define Keyboard_Pause key[KEY_PAUSE]
#define Keyboard_Esc key[KEY_ESCAPE]
#define Keyboard_Space key[KEY_SPACE]
#define Keyboard_LShift key[KEY_LSHIFT]
#define Keyboard_RShift key[KEY_RSHIFT]
#define Keyboard_LCtrl key[KEY_LCTRL]
#define Keyboard_RCtrl key[KEY_RCTRL]
#define Keyboard_LAlt key[KEY_LALT]
#define Keyboard_RAlt key[KEY_RALT]
#define Joystick_Right AXIS[0]>10000
#define Joystick_Left AXIS[0]<-10000
#define Joystick_Up AXIS[1]<-10000
#define Joystick_Down AXIS[1]>10000
#define Joystick_A_ON BTN[0]==1
#define Joystick_A_OFF BTN[0]==0
#define Joystick_B_ON BTN[1]==1
#define Joystick_B_OFF BTN[1]==0
#define Joystick_X_ON BTN[2]==1
#define Joystick_X_OFF BTN[2]==0
#define Joystick_Y_ON BTN[3]==1
#define Joystick_Y_OFF BTN[3]==0
#define Joystick_LB_ON BTN[4]==1
#define Joystick_LB_OFF BTN[4]==0
#define Joystick_RB_ON BTN[5]==1
#define Joystick_RB_OFF BTN[5]==0
#define Joystick_Back_ON BTN[6]==1
#define Joystick_Back_OFF BTN[6]==0
#define Joystick_Start_ON BTN[7]==1
#define Joystick_Start_OFF BTN[7]==0
#define Joystick_L3_ON BTN[8]==1
#define Joystick_L3_OFF BTN[8]==0
#define Joystick_R3_ON BTN[9]==1
#define Joystick_R3_OFF BTN[9]==0
int GLOBAL_INT[1000], BTN[10];
double AXIS[2];
char *key;
void GetControl() {
int i;
key=GetKeyState();
for(i=0;i<9;i++) {
BTN[i]=GetJoystick1Button(i);
}
AXIS[0]=GetJoystick1Axis(0);
AXIS[1]=GetJoystick1Axis(1);
}
Let me explain how this works.
Keyboard_0 is the same as saying key[KEY_0] and it looks a lot neater. Example:
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if(Keyboard_0==1) {
do code
}
versus
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if(key[KEY_0]==1) {
do code
}
Some people might perfer the key[KEY_0] which is completely fine. I just wanted to make this for people who want to make things easier to read, and people who are beginners.
Usage:
Keyboard_0
Keyboard_1
Keyboard_2
Keyboard_3
Keyboard_4
Keyboard_5
Keyboard_6
Keyboard_7
Keyboard_8
Keyboard_9
Keyboard_Backspace
Keyboard_Space
Keyboard_LShift
Keyboard_RShift
Keyboard_LCtrl
Keyboard_RCtrl
Keyboard_LAlt
Keyboard_RAlt
Keyboard_TAB
Keyboard_Clear
Keyboard_Esc
Keyboard_Return
Keyboard_Pause
Keyboard_A
Keyboard_B
Keyboard_C
Keyboard_D
Keyboard_E
Keyboard_F
Keyboard_G
Keyboard_H
Keyboard_I
Keyboard_J
Keyboard_K
Keyboard_L
Keyboard_M
Keyboard_N
Keyboard_O
Keyboard_P
Keyboard_Q
Keyboard_R
Keyboard_S
Keyboard_T
Keyboard_U
Keyboard_V
Keyboard_W
Keyboard_X
Keyboard_Y
Keyboard_Z
This also comes with other useful stuff, and pre-designed for Joystick usage (Xbox styled controller)
Joystick_Button_ON
Joystick_Button_OFF
Replace Button with the button you'd like to have on or off.
A, B, X, Y, LB, RB, Back, Start, L3, R3.
Joystick_Right
Joystick_Left
Joystick_Up
Joystick_Down
All of these can be used to determine if the joystick is being pressed in a direction.
To use this, simply place
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GetControl();
in the draw actor of the person you want to enable these controls with.
GLOBAL_INT
This is an array of 999 total values. This can be used to create 999 variables without actually creating 999 variables by going to a fresh global code and putting something like this
#define VARNAME GLOBAL_INT[0]
Replace VARNAME with the variable name.
you already used 0 in that variable so you will get messed up if you use it again. In other words if you create another variable linking to that spot of the array.
_TRUE_
_FALSE_
_ON_
_OFF_
This can be used as well. TRUE and ON are set values of 1, while FALSE and OFF are 0.