cnq3/code/client/cl_input.cpp
2016-12-17 20:43:04 -08:00

891 lines
25 KiB
C++

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// cl.input.c -- builds an intended movement command to send to the server
#include "client.h"
static const cvar_t* m_speed;
static const cvar_t* m_accel;
static const cvar_t* m_limit;
static const cvar_t* m_pitch;
static const cvar_t* m_yaw;
static const cvar_t* m_forward;
static const cvar_t* m_side;
static const cvar_t* m_filter;
static const cvar_t* cl_pitchspeed;
static const cvar_t* cl_yawspeed;
static const cvar_t* cl_run;
static const cvar_t* cl_anglespeedkey;
static const cvar_t* cl_freelook;
static const cvar_t* cl_nodelta;
static const cvar_t* cl_showMouseRate;
static unsigned frame_msec;
static int old_com_frameTime;
/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as argv(1) so it can be matched up with the release.
argv(2) will be set to the time the event happened, which allows exact
control even at low framerates when the down and up events may both get qued
at the same time.
===============================================================================
*/
typedef struct {
int down[2]; // key nums holding it down
unsigned downtime; // msec timestamp
unsigned msec; // msec down this frame if both a down and up happened
qbool active; // current state
qbool wasPressed; // set when down, not cleared when up
} kbutton_t;
static kbutton_t in_left, in_right, in_forward, in_back;
static kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
static kbutton_t in_strafe, in_speed;
static kbutton_t in_up, in_down;
static kbutton_t in_buttons[16];
static qbool in_mlooking;
static void IN_MLookDown()
{
in_mlooking = qtrue;
}
static void IN_MLookUp()
{
in_mlooking = qfalse;
if ( !cl_freelook->integer ) {
cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
}
}
static void IN_KeyDown( kbutton_t *b )
{
const char* c = Cmd_Argv(1);
int k = (c[0] ? atoi(c) : -1); // -1 == typed manually at the console for continuous down
if ( k == b->down[0] || k == b->down[1] ) {
return; // repeating key
}
if ( !b->down[0] ) {
b->down[0] = k;
} else if ( !b->down[1] ) {
b->down[1] = k;
} else {
Com_Printf ("Three keys down for a button!\n");
return;
}
if ( b->active ) {
return; // still down
}
// save timestamp for partial frame summing
c = Cmd_Argv(2);
b->downtime = atoi(c);
b->active = qtrue;
b->wasPressed = qtrue;
}
static void IN_KeyUp( kbutton_t *b )
{
int k;
const char* c = Cmd_Argv(1);
if ( c[0] ) {
k = atoi(c);
} else {
// typed manually at the console, assume for unsticking, so clear all
b->down[0] = b->down[1] = 0;
b->active = qfalse;
return;
}
if ( b->down[0] == k ) {
b->down[0] = 0;
} else if ( b->down[1] == k ) {
b->down[1] = 0;
} else {
return; // key up without coresponding down (menu pass through)
}
if ( b->down[0] || b->down[1] ) {
return; // some other key is still holding it down
}
b->active = qfalse;
// save timestamp for partial frame summing
c = Cmd_Argv(2);
unsigned uptime = atoi(c);
if ( uptime ) {
b->msec += uptime - b->downtime;
} else {
b->msec += frame_msec / 2;
}
b->active = qfalse;
}
// returns the fraction of the frame that the key was down
static float CL_KeyState( kbutton_t *key )
{
int msec = key->msec;
key->msec = 0;
if ( key->active ) {
// still down
if ( !key->downtime ) {
msec = com_frameTime;
} else {
msec += com_frameTime - key->downtime;
}
key->downtime = com_frameTime;
}
#if 0
if (msec) {
Com_Printf ("%i ", msec);
}
#endif
float val = (float)msec / frame_msec;
if ( val < 0 ) {
val = 0;
}
if ( val > 1 ) {
val = 1;
}
return val;
}
///////////////////////////////////////////////////////////////
static signed char ClampChar( int i )
{
if ( i < -128 ) {
return -128;
}
if ( i > 127 ) {
return 127;
}
return i;
}
// moves the local angle positions
static void CL_AdjustAngles()
{
float speed;
if ( in_speed.active ) {
speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
} else {
speed = 0.001 * cls.frametime;
}
if ( !in_strafe.active ) {
cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
}
cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
}
// sets the usercmd_t based on key states
static void CL_KeyMove( usercmd_t *cmd )
{
int movespeed;
int forward, side, up;
//
// adjust for speed key / running
// the walking flag is to keep animations consistant
// even during acceleration and develeration
//
if ( in_speed.active ^ !!cl_run->integer ) {
movespeed = 127;
cmd->buttons &= ~BUTTON_WALKING;
} else {
cmd->buttons |= BUTTON_WALKING;
movespeed = 64;
}
forward = 0;
side = 0;
up = 0;
if ( in_strafe.active ) {
side += movespeed * CL_KeyState (&in_right);
side -= movespeed * CL_KeyState (&in_left);
}
side += movespeed * CL_KeyState (&in_moveright);
side -= movespeed * CL_KeyState (&in_moveleft);
up += movespeed * CL_KeyState (&in_up);
up -= movespeed * CL_KeyState (&in_down);
forward += movespeed * CL_KeyState (&in_forward);
forward -= movespeed * CL_KeyState (&in_back);
cmd->forwardmove = ClampChar( forward );
cmd->rightmove = ClampChar( side );
cmd->upmove = ClampChar( up );
}
void CL_MouseEvent( int dx, int dy, int time )
{
if ( cls.keyCatchers & KEYCATCH_UI ) {
VM_Call( uivm, UI_MOUSE_EVENT, dx, dy );
} else if (cls.keyCatchers & KEYCATCH_CGAME) {
VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy);
} else {
cl.mouseDx[cl.mouseIndex] += dx;
cl.mouseDy[cl.mouseIndex] += dy;
}
}
// joystick values stay set until changed
void CL_JoystickEvent( int axis, int value, int time )
{
if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
}
cl.joystickAxis[axis] = value;
}
static void CL_JoystickMove( usercmd_t *cmd )
{
int movespeed;
float anglespeed;
if ( in_speed.active ^ !!cl_run->integer ) {
movespeed = 2;
} else {
movespeed = 1;
cmd->buttons |= BUTTON_WALKING;
}
if ( in_speed.active ) {
anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
} else {
anglespeed = 0.001 * cls.frametime;
}
if ( !in_strafe.active ) {
cl.viewangles[YAW] += anglespeed * cl_yawspeed->value * cl.joystickAxis[AXIS_SIDE];
} else {
cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] );
}
if ( in_mlooking ) {
cl.viewangles[PITCH] += anglespeed * cl_pitchspeed->value * cl.joystickAxis[AXIS_FORWARD];
} else {
cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] );
}
cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] );
}
static void CL_MouseMove( usercmd_t* cmd )
{
float mx, my;
// allow mouse smoothing
if ( m_filter->integer ) {
mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
} else {
mx = cl.mouseDx[cl.mouseIndex];
my = cl.mouseDy[cl.mouseIndex];
}
cl.mouseIndex ^= 1;
cl.mouseDx[cl.mouseIndex] = 0;
cl.mouseDy[cl.mouseIndex] = 0;
if (!mx && !my)
return;
float rate = sqrt( mx * mx + my * my ) / (float)frame_msec;
float speed = m_speed->value + rate * m_accel->value;
if (m_limit->value && (speed > m_limit->value))
speed = m_limit->value;
// scale by FOV (+zoom only)
speed *= cl.cgameSensitivity;
if ( cl_showMouseRate->integer )
Com_Printf( "%f %f : %f\n", mx, my, speed );
mx *= speed;
my *= speed;
// add mouse X/Y movement to cmd
if ( in_strafe.active ) {
cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx );
} else {
cl.viewangles[YAW] -= m_yaw->value * mx;
}
if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) {
cl.viewangles[PITCH] += m_pitch->value * my;
} else {
cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my );
}
}
static void CL_CmdButtons( usercmd_t *cmd )
{
int i;
// figure button bits
// send a button bit even if the key was pressed and released in
// less than a frame
//
for (i = 0 ; i < 15 ; i++) {
if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
cmd->buttons |= 1 << i;
}
in_buttons[i].wasPressed = qfalse;
}
if ( cls.keyCatchers ) {
cmd->buttons |= BUTTON_TALK;
}
// allow the game to know if any key at all is
// currently pressed, even if it isn't bound to anything
if ( anykeydown && !cls.keyCatchers ) {
cmd->buttons |= BUTTON_ANY;
}
}
static void CL_FinishMove( usercmd_t *cmd )
{
// copy the state that the cgame is currently sending
cmd->weapon = cl.cgameUserCmdValue;
// send the current server time so the amount of movement
// can be determined without allowing cheating
cmd->serverTime = cl.serverTime;
for (int i = 0; i < 3; ++i) {
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
}
}
static usercmd_t CL_CreateCmd()
{
usercmd_t cmd;
vec3_t oldAngles;
VectorCopy( cl.viewangles, oldAngles );
// keyboard angle adjustment
CL_AdjustAngles();
Com_Memset( &cmd, 0, sizeof( cmd ) );
CL_CmdButtons( &cmd );
// get basic movement from keyboard
CL_KeyMove( &cmd );
// get basic movement from mouse
CL_MouseMove( &cmd );
// get basic movement from joystick
CL_JoystickMove( &cmd );
// check to make sure the angles haven't wrapped
if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
}
// store out the final values
CL_FinishMove( &cmd );
// draw debug graphs of turning for mouse testing
if ( cl_debugMove->integer ) {
if ( cl_debugMove->integer == 1 ) {
SCR_DebugGraph( fabs(cl.viewangles[YAW] - oldAngles[YAW]), 0 );
}
if ( cl_debugMove->integer == 2 ) {
SCR_DebugGraph( fabs(cl.viewangles[PITCH] - oldAngles[PITCH]), 0 );
}
}
return cmd;
}
// create a new usercmd_t structure for this frame
static void CL_CreateNewCommands()
{
// no need to create usercmds until we have a gamestate
if ( cls.state < CA_PRIMED ) {
return;
}
frame_msec = com_frameTime - old_com_frameTime;
if (!clc.demoplaying)
{
// if running less than 5fps, truncate the extra time to prevent
// unexpected moves after a hitch
if ( frame_msec > 200 ) {
frame_msec = 200;
} else if (frame_msec < 1) {
// too fast input
return;
}
}
old_com_frameTime = com_frameTime;
// generate a command for this frame
cl.cmdNumber++;
int cmdNum = cl.cmdNumber & CMD_MASK;
cl.cmds[cmdNum] = CL_CreateCmd();
}
/*
Returns false if we are over the maxpackets limit
and should choke back the bandwidth a bit by not sending
a packet this frame. All the commands will still get
delivered in the next packet, but saving a header and
getting more delta compression will reduce total bandwidth.
*/
static qbool CL_ReadyToSendPacket()
{
int oldPacketNum;
int delta;
// don't send anything if playing back a demo
if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
return qfalse;
}
// If we are downloading, we send no less than 50ms between packets
if ( *clc.downloadTempName &&
cls.realtime - clc.lastPacketSentTime < 50 ) {
return qfalse;
}
// if we don't have a valid gamestate yet, only send
// one packet a second
if ( cls.state != CA_ACTIVE &&
cls.state != CA_PRIMED &&
!*clc.downloadTempName &&
cls.realtime - clc.lastPacketSentTime < 1000 ) {
return qfalse;
}
// send every frame for loopbacks
if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) {
return qtrue;
}
// send every frame for LAN
if ( Sys_IsLANAddress( clc.netchan.remoteAddress ) ) {
return qtrue;
}
// check for exceeding cl_maxpackets
if ( cl_maxpackets->integer < 15 ) {
Cvar_Set( "cl_maxpackets", "15" );
} else if ( cl_maxpackets->integer > 125 ) {
Cvar_Set( "cl_maxpackets", "125" );
}
oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK;
delta = cls.realtime - cl.outPackets[ oldPacketNum ].p_realtime;
if ( delta < 1000 / cl_maxpackets->integer ) {
// the accumulated commands will go out in the next packet
return qfalse;
}
return qtrue;
}
/*
===================
CL_WritePacket
Create and send the command packet to the server
Including both the reliable commands and the usercmds
During normal gameplay, a client packet will contain something like:
4 sequence number
2 qport
4 serverid
4 acknowledged sequence number
4 clc.serverCommandSequence
<optional reliable commands>
1 clc_move or clc_moveNoDelta
1 command count
<count * usercmds>
===================
*/
void CL_WritePacket( void )
{
// don't send anything if playing back a demo
if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
return;
}
msg_t buf;
byte data[MAX_MSGLEN];
int i, j;
usercmd_t *cmd, *oldcmd;
usercmd_t nullcmd;
int packetNum;
int oldPacketNum;
int count, key;
Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
oldcmd = &nullcmd;
MSG_Init( &buf, data, sizeof(data) );
MSG_Bitstream( &buf );
// write the current serverId so the server
// can tell if this is from the current gameState
MSG_WriteLong( &buf, cl.serverId );
// write the last message we received, which can
// be used for delta compression, and is also used
// to tell if we dropped a gamestate
MSG_WriteLong( &buf, clc.serverMessageSequence );
// write the last reliable message we received
MSG_WriteLong( &buf, clc.serverCommandSequence );
// write any unacknowledged clientCommands
for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
MSG_WriteByte( &buf, clc_clientCommand );
MSG_WriteLong( &buf, i );
MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
}
// we want to send all the usercmds that were generated in the last
// few packet, so even if a couple packets are dropped in a row,
// all the cmds will make it to the server
if ( cl_packetdup->integer < 0 ) {
Cvar_Set( "cl_packetdup", "0" );
} else if ( cl_packetdup->integer > 5 ) {
Cvar_Set( "cl_packetdup", "5" );
}
oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
if ( count > MAX_PACKET_USERCMDS ) {
count = MAX_PACKET_USERCMDS;
Com_Printf("MAX_PACKET_USERCMDS\n");
}
if ( count >= 1 ) {
if ( cl_showSend->integer ) {
Com_Printf( "(%i)", count );
}
// begin a client move command
if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
|| clc.serverMessageSequence != cl.snap.messageNum ) {
MSG_WriteByte (&buf, clc_moveNoDelta);
} else {
MSG_WriteByte (&buf, clc_move);
}
// write the command count
MSG_WriteByte( &buf, count );
// use the checksum feed in the key
key = clc.checksumFeed;
// also use the message acknowledge
key ^= clc.serverMessageSequence;
// also use the last acknowledged server command in the key
key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);
// write all the commands, including the predicted command
for ( i = 0 ; i < count ; i++ ) {
j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
cmd = &cl.cmds[j];
MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
oldcmd = cmd;
}
}
//
// deliver the message
//
packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
cl.outPackets[ packetNum ].p_realtime = cls.realtime;
cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
clc.lastPacketSentTime = cls.realtime;
if ( cl_showSend->integer ) {
Com_Printf( "%i ", buf.cursize );
}
CL_Netchan_Transmit (&clc.netchan, &buf);
// clients never really should have messages large enough
// to fragment, but in case they do, fire them all off
// at once
// TTimo: this causes a packet burst, which is bad karma for winsock
// added a WARNING message, we'll see if there are legit situations where this happens
while ( clc.netchan.unsentFragments ) {
Com_DPrintf( "WARNING: #462 unsent fragments (not supposed to happen!)\n" );
CL_Netchan_TransmitNextFragment( &clc.netchan );
}
}
// called every frame to build and send a command packet to the server
void CL_SendCmd()
{
// don't send any message if not connected
if ( cls.state < CA_CONNECTED ) {
return;
}
// don't send commands if paused
if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) {
return;
}
// we create commands even if a demo is playing,
CL_CreateNewCommands();
// don't send a packet if the last packet was sent too recently
if ( !CL_ReadyToSendPacket() ) {
if ( cl_showSend->integer ) {
Com_Printf( ". " );
}
return;
}
CL_WritePacket();
}
///////////////////////////////////////////////////////////////
static void IN_UpDown(void) {IN_KeyDown(&in_up);}
static void IN_UpUp(void) {IN_KeyUp(&in_up);}
static void IN_DownDown(void) {IN_KeyDown(&in_down);}
static void IN_DownUp(void) {IN_KeyUp(&in_down);}
static void IN_LeftDown(void) {IN_KeyDown(&in_left);}
static void IN_LeftUp(void) {IN_KeyUp(&in_left);}
static void IN_RightDown(void) {IN_KeyDown(&in_right);}
static void IN_RightUp(void) {IN_KeyUp(&in_right);}
static void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
static void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
static void IN_BackDown(void) {IN_KeyDown(&in_back);}
static void IN_BackUp(void) {IN_KeyUp(&in_back);}
static void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
static void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
static void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
static void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
static void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
static void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
static void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
static void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
static void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
static void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
static void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
static void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
static void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
static void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);}
static void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
static void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
static void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
static void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
static void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
static void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
static void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
static void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
static void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);}
static void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
static void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
static void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
static void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
static void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);}
static void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
static void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
static void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);}
static void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);}
static void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);}
static void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);}
static void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);}
static void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);}
static void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);}
static void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);}
static void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);}
static void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);}
static void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);}
static void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);}
static void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);}
static void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);}
void CL_InitInput()
{
Cmd_AddCommand ("+moveup",IN_UpDown);
Cmd_AddCommand ("-moveup",IN_UpUp);
Cmd_AddCommand ("+movedown",IN_DownDown);
Cmd_AddCommand ("-movedown",IN_DownUp);
Cmd_AddCommand ("+left",IN_LeftDown);
Cmd_AddCommand ("-left",IN_LeftUp);
Cmd_AddCommand ("+right",IN_RightDown);
Cmd_AddCommand ("-right",IN_RightUp);
Cmd_AddCommand ("+forward",IN_ForwardDown);
Cmd_AddCommand ("-forward",IN_ForwardUp);
Cmd_AddCommand ("+back",IN_BackDown);
Cmd_AddCommand ("-back",IN_BackUp);
Cmd_AddCommand ("+lookup", IN_LookupDown);
Cmd_AddCommand ("-lookup", IN_LookupUp);
Cmd_AddCommand ("+lookdown", IN_LookdownDown);
Cmd_AddCommand ("-lookdown", IN_LookdownUp);
Cmd_AddCommand ("+strafe", IN_StrafeDown);
Cmd_AddCommand ("-strafe", IN_StrafeUp);
Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
Cmd_AddCommand ("+moveright", IN_MoverightDown);
Cmd_AddCommand ("-moveright", IN_MoverightUp);
Cmd_AddCommand ("+speed", IN_SpeedDown);
Cmd_AddCommand ("-speed", IN_SpeedUp);
Cmd_AddCommand ("+attack", IN_Button0Down);
Cmd_AddCommand ("-attack", IN_Button0Up);
Cmd_AddCommand ("+button0", IN_Button0Down);
Cmd_AddCommand ("-button0", IN_Button0Up);
Cmd_AddCommand ("+button1", IN_Button1Down);
Cmd_AddCommand ("-button1", IN_Button1Up);
Cmd_AddCommand ("+button2", IN_Button2Down);
Cmd_AddCommand ("-button2", IN_Button2Up);
Cmd_AddCommand ("+button3", IN_Button3Down);
Cmd_AddCommand ("-button3", IN_Button3Up);
Cmd_AddCommand ("+button4", IN_Button4Down);
Cmd_AddCommand ("-button4", IN_Button4Up);
Cmd_AddCommand ("+button5", IN_Button5Down);
Cmd_AddCommand ("-button5", IN_Button5Up);
Cmd_AddCommand ("+button6", IN_Button6Down);
Cmd_AddCommand ("-button6", IN_Button6Up);
Cmd_AddCommand ("+button7", IN_Button7Down);
Cmd_AddCommand ("-button7", IN_Button7Up);
Cmd_AddCommand ("+button8", IN_Button8Down);
Cmd_AddCommand ("-button8", IN_Button8Up);
Cmd_AddCommand ("+button9", IN_Button9Down);
Cmd_AddCommand ("-button9", IN_Button9Up);
Cmd_AddCommand ("+button10", IN_Button10Down);
Cmd_AddCommand ("-button10", IN_Button10Up);
Cmd_AddCommand ("+button11", IN_Button11Down);
Cmd_AddCommand ("-button11", IN_Button11Up);
Cmd_AddCommand ("+button12", IN_Button12Down);
Cmd_AddCommand ("-button12", IN_Button12Up);
Cmd_AddCommand ("+button13", IN_Button13Down);
Cmd_AddCommand ("-button13", IN_Button13Up);
Cmd_AddCommand ("+button14", IN_Button14Down);
Cmd_AddCommand ("-button14", IN_Button14Up);
Cmd_AddCommand ("+button15", IN_Button15Down);
Cmd_AddCommand ("-button15", IN_Button15Up);
Cmd_AddCommand ("+mlook", IN_MLookDown);
Cmd_AddCommand ("-mlook", IN_MLookUp);
m_speed = Cvar_Get( "m_speed", "8", CVAR_ARCHIVE );
m_accel = Cvar_Get( "m_accel", "0", CVAR_ARCHIVE );
m_limit = Cvar_Get( "m_limit", "0", CVAR_ARCHIVE );
m_pitch = Cvar_Get( "m_pitch", "0.022", CVAR_ARCHIVE );
m_yaw = Cvar_Get( "m_yaw", "0.022", CVAR_ARCHIVE );
m_forward = Cvar_Get( "m_forward", "0.25", CVAR_ARCHIVE );
m_side = Cvar_Get( "m_side", "0.25", CVAR_ARCHIVE );
#ifdef MACOS_X
// input is jittery on OS X w/o this
m_filter = Cvar_Get( "m_filter", "1", CVAR_ARCHIVE );
#else
m_filter = Cvar_Get( "m_filter", "0", CVAR_ARCHIVE );
#endif
cl_pitchspeed = Cvar_Get( "cl_pitchspeed", "140", CVAR_ARCHIVE );
cl_yawspeed = Cvar_Get( "cl_yawspeed", "140", CVAR_ARCHIVE );
cl_anglespeedkey = Cvar_Get( "cl_anglespeedkey", "1.5", 0 );
cl_run = Cvar_Get( "cl_run", "1", CVAR_ARCHIVE );
cl_freelook = Cvar_Get( "cl_freelook", "1", CVAR_ARCHIVE );
cl_showMouseRate = Cvar_Get( "cl_showmouserate", "0", 0 );
cl_nodelta = Cvar_Get( "cl_nodelta", "0", 0 );
cl_debugMove = Cvar_Get( "cl_debugMove", "0", 0 );
}