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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plControlEventCodes_inc
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#define plControlEventCodes_inc
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// list of all controls that could potentially
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// be mapped to a key, a mouse button, etc
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// NOTE:
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// NOTE:
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// NOTE: PLEASE READ BEFORE MODIFYING THIS FILE!!!!!!!!!!!!!!!!!!!
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// NOTE:
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// NOTE:
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// Please put new control key events at the end of this enum (just before END_CONTROLS).
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// This way the corresponding Python constants will match more often
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// and cause much less stress on game play programmers who's telescopes stop working
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// Thanks!
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enum ControlEventCode
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{
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// button controls
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B_CONTROL_ACTION = 0,
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B_CONTROL_ACTION_MOUSE,
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B_CONTROL_JUMP,
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B_CONTROL_MOVE_FORWARD,
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B_CONTROL_MOVE_BACKWARD,
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B_CONTROL_STRAFE_LEFT,
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B_CONTROL_STRAFE_RIGHT,
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B_CONTROL_MOVE_UP,
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B_CONTROL_MOVE_DOWN,
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B_CONTROL_ROTATE_LEFT,
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B_CONTROL_ROTATE_RIGHT,
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B_CONTROL_ROTATE_UP,
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B_CONTROL_ROTATE_DOWN,
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B_CONTROL_MODIFIER_FAST,
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B_CONTROL_ALWAYS_RUN, // This is no longer a bindable key. It is hard-coded to caps-lock
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B_CONTROL_EQUIP,
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B_CONTROL_DROP,
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B_CONTROL_TURN_TO,
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B_TOGGLE_DRIVE_MODE,
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B_CAMERA_MOVE_FORWARD,
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B_CAMERA_MOVE_BACKWARD,
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B_CAMERA_MOVE_UP,
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B_CAMERA_MOVE_DOWN,
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B_CAMERA_MOVE_LEFT,
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B_CAMERA_MOVE_RIGHT,
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B_CAMERA_PAN_UP,
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B_CAMERA_PAN_DOWN,
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B_CAMERA_PAN_LEFT,
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B_CAMERA_PAN_RIGHT,
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B_CAMERA_MOVE_FAST,
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B_CAMERA_ROTATE_RIGHT,
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B_CAMERA_ROTATE_LEFT,
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B_CAMERA_ROTATE_UP,
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B_CAMERA_ROTATE_DOWN,
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B_CAMERA_RECENTER,
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B_CAMERA_DRIVE_SPEED_UP,
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B_CAMERA_DRIVE_SPEED_DOWN,
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B_CAMERA_ZOOM_IN,
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B_CAMERA_ZOOM_OUT,
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B_SET_CONSOLE_MODE,
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B_CONTROL_CONSOLE_COMMAND,
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B_CONTROL_TOGGLE_PHYSICAL,
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B_CONTROL_PICK,
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// axis controls
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A_CONTROL_MOVE,
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A_CONTROL_TURN,
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A_CONTROL_MOUSE_X,
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A_CONTROL_MOUSE_Y,
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// special controls
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S_SET_CURSOR_UP,
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S_SET_CURSOR_DOWN,
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S_SET_CURSOR_RIGHT,
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S_SET_CURSOR_LEFT,
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S_SET_CURSOR_POISED,
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S_SET_CURSOR_HIDDEN,
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S_SET_CURSOR_UNHIDDEN,
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S_SET_CURSOR_ARROW,
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S_SEARCH_FOR_PICKABLE,
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S_INCREASE_MIC_VOL,
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S_DECREASE_MIC_VOL,
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S_PUSH_TO_TALK,
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S_SET_THIRD_PERSON_MODE,
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S_SET_FIRST_PERSON_MODE,
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S_SET_WALK_MODE,
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S_SET_FREELOOK,
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S_SET_CONSOLE_SINGLE,
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S_SET_CONSOLE_HIDDEN,
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// Inventory controls
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dead__B_CONTROL_SET_EQUIPED_STATE,
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dead__B_CONTROL_SCROLL_UP_LIST,
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dead__B_CONTROL_SCROLL_DOWN_LIST,
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dead__B_CONTROL_SET_INVENTORY_ACTIVE,
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dead__B_CONTROL_SET_INVENTORY_DISACTIVE,
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dead__B_CONTROL_REMOVE_INV_OBJECT,
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dead__B_CONTROL_ENABLE_OBJECT,
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// Avatar emote controls
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B_CONTROL_EMOTE,
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B_CONTROL_EXIT_MODE,
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// new controls key events
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B_CONTROL_DIVE,
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B_CAMERA_PAN_TO_CURSOR,
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B_CONTROL_OPEN_KI,
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B_CONTROL_OPEN_BOOK,
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B_CONTROL_EXIT_GUI_MODE,
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B_CONTROL_MODIFIER_STRAFE,
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B_CONTROL_CAMERA_WALK_PAN,
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S_SET_BASIC_MODE, // Opposite of walk mode
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B_CONTROL_IGNORE_AVATARS, //anti-griefing thing
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B_CONTROL_LADDER_INVERTED, // used by ladders to invert forward/backward
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B_CONTROL_CONSUMABLE_JUMP, // used to limit the avatar to one jump per keypress
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S_SET_WALK_BACK_MODE,
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S_SET_WALK_BACK_LB_MODE,
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S_SET_CURSOR_UPWARD,
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S_SET_LADDER_CONTROL,
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S_CLEAR_LADDER_CONTROL,
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END_CONTROLS
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};
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#endif // plControlEventCodes_inc
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