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Copy the contents of this page into a main.qc and add this below the builtin and definition .qc files for our .src.
string KeyMap(float keynum) = { local string chrlist, key; if(keynum == 32) key = " "; else if(keynum >= 39 && keynum <= 61) { chrlist = "' *+,-./0123456789 ; ="; key = substring(chrlist, keynum - 39, 1); } else if(keynum <= -39 && keynum >= -61) { chrlist = "\" <_>?)!@#$%^&*( : +"; key = substring(chrlist, (-keynum) - 39, 1); } else if(keynum >= 91 && keynum <= 93) { chrlist = "[\\]"; key = substring(chrlist, keynum - 91, 1); } else if(keynum <= -91 && keynum >= -93) { chrlist = "{|}"; key = substring(chrlist, (-keynum) - 91, 1); } else if(keynum >= 97 && keynum <= 122) { chrlist = "abcdefghijklmnopqrstuvwxyz"; key = substring(chrlist, keynum - 97, 1); } return key; } void CSQC_Parse_Print (string msg) { print(msg); } void CSQC_Parse_CenterPrint (string msg) { centerprint(msg); } void CSQC_Ent_Update (float isnew) { } void CSQC_Ent_Remove () { remove(self); }; void CSQC_Init () { } void CSQC_Shutdown (void) { } void CSQC_ConsoleCommand (string str) { } void CSQC_UpdateView (float width, float height, float menushown) { // make a function to update any local resolution stuff and call it here.. We'd do this for resolution independent locations to render pictures or things. clearscene(); // CSQC builtin to clear the scene of all entities / reset our view properties // update our view location for our camera such as a chase camera function here.. Lets do this by using some CSQC global definitions of our local player's simulated origin and our angles setproperty(VF_ORIGIN, pmove_org); //pmove_org is a CSQC definition (global vector) of our simulated player location, it is filled in every frame setproperty(VF_CL_VIEWANGLES, input_angles); // input_angles is a CSQC definition (global vector) of our angles as set by our mouse and stuff, we want our view angles to match this! setproperty(VF_DRAWWORLD, 1); // we want to draw our world! setproperty(VF_DRAWCROSSHAIR, 1); // we want to draw our crosshair! addentities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS); // add entities with these rendermask field var's to our view renderscene(); // render that puppy to our screen, // render hud using builtins like drawstring, drawpic, and any of that fun stuff here! } float CSQC_InputEvent (float event, float param, float param2) { local string key, keybind; key = KeyMap(param); keybind = getkeybind(param); if (!event) // key pressed down { if (keybind == "+forward") { print("pressing key bound to move forward!\n"); } if (key == "m") { print("pressing the M key!\n"); } } if (event == 2) // mouse movement! { print("X: ", ftos(param), " "); print("Y: ", ftos(param2), "\n"); } return false; }