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92db73eb89
- also allow mouse3/4/5 binds to be accessible as commander.
1836 lines
48 KiB
C++
1836 lines
48 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: input.cpp $
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// $Date: 2002/10/16 02:12:21 $
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//
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//-------------------------------------------------------------------------------
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// $Log: input.cpp,v $
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// Revision 1.28 2002/10/16 02:12:21 Flayra
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// - Valve anti-cheat integrated!
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//
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// Revision 1.27 2002/08/09 00:13:04 Flayra
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// - Removed explicitly allowing specific commands. I can't remember why this was needed, but it doesn't appear to be anymore.
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//
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// Revision 1.26 2002/08/02 21:39:03 Flayra
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// - Refactored variable names
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//
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// Revision 1.25 2002/07/08 16:13:31 Flayra
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// - Fixed bug where command was able to switch weapons via mousewheel (bug #239)
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//
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//===============================================================================
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// cl.input.c -- builds an intended movement command to send to the server
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//xxxxxx Move bob and pitch drifting code here and other stuff from view if needed
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// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
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// rights reserved.
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#include "hud.h"
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#include "cl_util.h"
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#include "camera.h"
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extern "C"
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{
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#include "kbutton.h"
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}
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "camera.h"
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#include "in_defs.h"
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#include "view.h"
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#include "bench.h"
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#include <string.h>
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#include <ctype.h>
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#include "engine/keydefs.h"
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#include "Exports.h"
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#include "vgui_TeamFortressViewport.h"
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#include "mod/AvHServerVariables.h"// should we go ahead and just make a SharedVariables.h instead?
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#include "mod/AvHClientVariables.h"
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#include "mod/AvHMessage.h"
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#include "winsani_in.h"
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#include "fmod.h"
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#include "winsani_out.h"
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#include "mod/AvHScriptManager.h"
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#include "mod/AvHScrollHandler.h"
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#include "mod/AvHCommanderModeHandler.h"
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#include "util/Mat3.h"
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#include "mod/AvHBasePlayerWeaponConstants.h"
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#include "engine/APIProxy.h"
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#include "Exports.h"
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// : duck toggle
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extern bool g_bDuckToggled;
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// :
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extern int g_iAlive;
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extern int g_weaponselect;
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extern cl_enginefunc_t gEngfuncs;
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bool gResetViewAngles = false;
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vec3_t gViewAngles;
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extern AvHCommanderModeHandler gCommanderHandler;
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///////////////////////////////
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// Begin Max's Code
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///////////////////////////////
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float gPlayerAngles[3] = { 0, 0, 0 };
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float gTargetPlayerAngles[3] = { 0, 0, 0 };
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float gWorldViewAngles[3] = { 0, 0, 0 };
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///////////////////////////////
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// End Max's Code
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///////////////////////////////
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// Defined in pm_math.c
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//extern "C" float anglemod( float a );
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float anglemod( float a );
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void IN_Init (void);
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void IN_Move ( float frametime, usercmd_t *cmd);
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void IN_Shutdown( void );
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void V_Init( void );
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void VectorAngles( const float *forward, float *angles );
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int CL_ButtonBits( int );
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// xxx need client dll function to get and clear impuse
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extern cvar_t *in_joystick;
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int in_impulse = 0;
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int in_cancel = 0;
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bool pistolHandlerDown = false;
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extern int g_iVisibleMouse;
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int g_iVguiSideMouse;
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cvar_t *m_pitch;
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cvar_t *m_yaw;
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cvar_t *m_forward;
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cvar_t *m_side;
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cvar_t *lookstrafe;
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cvar_t *lookspring;
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cvar_t *cl_pitchup;
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cvar_t *cl_pitchdown;
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cvar_t *cl_upspeed;
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//cvar_t *cl_forwardspeed;
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//cvar_t *cl_backspeed;
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//cvar_t *cl_sidespeed;
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cvar_t *cl_movespeedkey;
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cvar_t *cl_yawspeed;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_anglespeedkey;
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cvar_t *cl_vsmoothing;
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cvar_t *cl_autohelp;
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cvar_t *cl_centerentityid;
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cvar_t *cl_musicenabled;
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cvar_t *cl_musicdelay;
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cvar_t *cl_musicvolume;
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cvar_t *cl_musicdir;
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cvar_t *cl_quickselecttime;
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cvar_t *cl_highdetail;
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cvar_t *cl_cmhotkeys;
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//cvar_t *cl_forcedefaultfov;
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cvar_t *cl_dynamiclights;
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cvar_t *cl_buildmessages;
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cvar_t *cl_particleinfo;
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//cvar_t *cl_widescreen;
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cvar_t *cl_ambientsound;
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cvar_t *senslock;
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cvar_t *cl_chatbeep;
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cvar_t *cl_mutemenu;
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cvar_t *cl_weaponcfgs;
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cvar_t *cl_pistoltrigger;
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cvar_t *cl_cmcancellast;
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cvar_t *cl_teamcfgs;
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as a parameter to the command so it can be matched up with
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the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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===============================================================================
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*/
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kbutton_t in_mlook;
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kbutton_t in_klook;
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kbutton_t in_jlook;
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kbutton_t in_left;
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kbutton_t in_right;
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kbutton_t in_forward;
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kbutton_t in_back;
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kbutton_t in_lookup;
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kbutton_t in_lookdown;
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kbutton_t in_moveleft;
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kbutton_t in_moveright;
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kbutton_t in_strafe;
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kbutton_t in_speed;
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kbutton_t in_use;
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kbutton_t in_jump;
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kbutton_t in_attack;
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kbutton_t in_attack2;
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kbutton_t in_up;
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kbutton_t in_down;
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kbutton_t in_duck;
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kbutton_t in_reload;
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kbutton_t in_alt1;
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kbutton_t in_score;
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kbutton_t in_break;
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kbutton_t in_graph; // Display the netgraph
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kbutton_t in_scrollup;
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kbutton_t in_scrolldown;
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kbutton_t in_scrollleft;
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kbutton_t in_scrollright;
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typedef struct kblist_s
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{
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struct kblist_s *next;
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kbutton_t *pkey;
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char name[32];
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} kblist_t;
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kblist_t *g_kbkeys = NULL;
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vector< pair <int, string> > g_PrevCmds;
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/*
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============
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KB_ConvertString
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Removes references to +use and replaces them with the keyname in the output string. If
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a binding is unfound, then the original text is retained.
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NOTE: Only works for text with +word in it.
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============
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*/
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int KB_ConvertString( char *in, char **ppout )
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{
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char sz[ 4096 ];
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char binding[ 64 ];
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char *p;
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char *pOut;
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char *pEnd;
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const char *pBinding;
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if ( !ppout )
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return 0;
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*ppout = NULL;
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p = in;
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pOut = sz;
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while ( *p )
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{
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if ( *p == '+' )
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{
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pEnd = binding;
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while ( *p && ( isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) )
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{
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*pEnd++ = *p++;
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}
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*pEnd = '\0';
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pBinding = NULL;
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if ( strlen( binding + 1 ) > 0 )
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{
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// See if there is a binding for binding?
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pBinding = gEngfuncs.Key_LookupBinding( binding + 1 );
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}
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if ( pBinding )
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{
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*pOut++ = '[';
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pEnd = (char *)pBinding;
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}
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else
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{
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pEnd = binding;
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}
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while ( *pEnd )
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{
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*pOut++ = *pEnd++;
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}
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if ( pBinding )
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{
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*pOut++ = ']';
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}
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}
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else
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{
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*pOut++ = *p++;
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}
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}
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*pOut = '\0';
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pOut = ( char * )malloc( strlen( sz ) + 1 );
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strcpy( pOut, sz );
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*ppout = pOut;
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return 1;
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}
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/*
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============
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KB_Find
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Allows the engine to get a kbutton_t directly ( so it can check +mlook state, etc ) for saving out to .cfg files
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============
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*/
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struct kbutton_s CL_DLLEXPORT *KB_Find( const char *name )
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{
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// RecClFindKey(name);
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kblist_t *p;
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p = g_kbkeys;
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while ( p )
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{
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if ( !stricmp( name, p->name ) )
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return p->pkey;
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p = p->next;
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}
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return NULL;
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}
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/*
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============
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KB_Add
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Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find
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============
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*/
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void KB_Add( const char *name, kbutton_t *pkb )
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{
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kblist_t *p;
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kbutton_t *kb;
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kb = KB_Find( name );
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if ( kb )
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return;
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p = ( kblist_t * )malloc( sizeof( kblist_t ) );
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memset( p, 0, sizeof( *p ) );
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strcpy( p->name, name );
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p->pkey = pkb;
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p->next = g_kbkeys;
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g_kbkeys = p;
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}
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/*
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============
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KB_Init
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Add kbutton_t definitions that the engine can query if needed
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============
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*/
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void KB_Init( void )
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{
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g_kbkeys = NULL;
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KB_Add( "in_graph", &in_graph );
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KB_Add( "in_mlook", &in_mlook );
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KB_Add( "in_jlook", &in_jlook );
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}
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/*
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============
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KB_Shutdown
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Clear kblist
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============
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*/
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void KB_Shutdown( void )
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{
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kblist_t *p, *n;
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p = g_kbkeys;
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while ( p )
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{
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n = p->next;
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free( p );
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p = n;
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}
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g_kbkeys = NULL;
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}
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/*
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============
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KeyDown
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============
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*/
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void KeyDown (kbutton_t *b)
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{
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int k;
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char *c;
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c = gEngfuncs.Cmd_Argv(1);
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if (c[0])
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k = atoi(c);
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else
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k = -1; // typed manually at the console for continuous down
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int theBlockScripts = (int)gHUD.GetServerVariableFloat(kvBlockScripts);
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char *pCmd = gEngfuncs.Cmd_Argv(0);
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if(theBlockScripts && pCmd)
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{
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bool bFound = false;
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//Check thier last few commands (this prevents false positives if a player is hits several keys real fast)
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for (int i = 0; i < g_PrevCmds.size(); i++)
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{
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//Check both the key pressed and the command it executed.
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if(k == g_PrevCmds[i].first && !strcmp(pCmd, g_PrevCmds[i].second.c_str()))
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{
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bFound = true;
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break;
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}
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}
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if(!bFound
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&& strcmp(pCmd, "+mlook")
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&& strcmp(pCmd, "+jlook")
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&& strcmp(pCmd, "+showscores")
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&& strcmp(pCmd, "+use"))
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{
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gEngfuncs.pfnCenterPrint("Scripting is not allowed on this server.");
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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}
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if (k == b->down[0] || k == b->down[1])
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return; // repeating key
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if (!b->down[0])
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b->down[0] = k;
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else if (!b->down[1])
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b->down[1] = k;
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else
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{
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gEngfuncs.Con_DPrintf ("Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c);
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return;
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}
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if (b->state & 1)
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return; // still down
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b->state |= 1 + 2; // down + impulse down
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}
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/*
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============
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KeyDownForced
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============
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*/
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void KeyDownForced (kbutton_t *b)
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{
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b->down[0] = 0;
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b->down[1] = 0;
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if (b->state & 1)
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return; // still down
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b->state |= 1 + 2; // down + impulse down
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}
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/*
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============
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KeyUp
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============
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*/
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void KeyUp (kbutton_t *b)
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{
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int k;
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char *c;
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c = gEngfuncs.Cmd_Argv(1);
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if (c[0])
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k = atoi(c);
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else
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{ // typed manually at the console, assume for unsticking, so clear all
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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if (b->down[0] == k)
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b->down[0] = 0;
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else if (b->down[1] == k)
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b->down[1] = 0;
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else
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return; // key up without coresponding down (menu pass through)
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if (b->down[0] || b->down[1])
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{
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//Con_Printf ("Keys down for button: '%c' '%c' '%c' (%d,%d,%d)!\n", b->down[0], b->down[1], c, b->down[0], b->down[1], c);
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return; // some other key is still holding it down
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}
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if (!(b->state & 1))
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return; // still up (this should not happen)
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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/*
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============
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KeyUpForced
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============
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*/
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void KeyUpForced (kbutton_t *b)
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{
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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bool AvHContainsBlockedCommands(const char* inInput)
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{
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if (inInput == NULL)
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{
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return false;
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}
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const char* kBlockedCommand[] =
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{
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"exec",
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"wait",
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"special",
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"_special"
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};
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// Check for a ; indicating multiple commands.
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if (strchr(inInput, ';') != NULL)
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{
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return true;
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}
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// Check if any of the blocked commands are being used.
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const char* theCommandEnd = strpbrk(inInput, " \t");
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int theCommandLength;
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if (theCommandEnd == NULL)
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{
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theCommandLength = (int)strlen(inInput);
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}
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else
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{
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theCommandLength = theCommandEnd - inInput;
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}
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for (int i = 0; i < sizeof(kBlockedCommand) / sizeof(const char*); ++i)
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{
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if ((int)strlen(kBlockedCommand[i]) == theCommandLength &&
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strncmp(inInput, kBlockedCommand[i], theCommandLength) == 0)
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{
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return true;
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}
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}
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return false;
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}
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/*
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============
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HUD_Key_Event
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Return 1 to allow engine to process the key, otherwise, act on it as needed
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============
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*/
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int CL_DLLEXPORT HUD_Key_Event( int down, int keynum, const char *pszCurrentBinding )
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{
|
|
// RecClKeyEvent(down, keynum, pszCurrentBinding);
|
|
|
|
// 2024 - Check mouse button presses when the cursor is visible to fix issues with VGUI registering mouse4/5 as left click. Previously these were blocked in inputw32.
|
|
// Also note that g_iVguiSideMouseRelease is set in inputw32, because for some reason side mouse button releases in VGUI mode don't get sent here.
|
|
if (g_iVisibleMouse && (keynum >= K_MOUSE1 && keynum <= K_MOUSE5))
|
|
{
|
|
//gEngfuncs.Con_Printf("mouse event keynum:%d down:%d\n", keynum, down);
|
|
|
|
switch (keynum)
|
|
{
|
|
case K_MOUSE1:
|
|
case K_MOUSE2:
|
|
g_iVguiSideMouse = 0;
|
|
return 0;
|
|
case K_MOUSE3:
|
|
g_iVguiSideMouse = 0;
|
|
// Allow mouse3 binds while commanding since commander VGUI currently doesn't use it.
|
|
if (!gHUD.GetInTopDownMode())
|
|
{
|
|
return 0;
|
|
}
|
|
break;
|
|
case K_MOUSE4:
|
|
case K_MOUSE5:
|
|
g_iVguiSideMouse = keynum;
|
|
|
|
if (!gHUD.GetInTopDownMode())
|
|
{
|
|
return 0;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Check to see if the event has any outlawed commands in it.
|
|
float theBlockScripts = gHUD.GetServerVariableFloat(kvBlockScripts);
|
|
|
|
if (theBlockScripts && AvHContainsBlockedCommands(pszCurrentBinding))
|
|
{
|
|
if(down)//: only show when going down.
|
|
gEngfuncs.pfnCenterPrint("Scripting is not allowed on this server.\n");
|
|
return 0;
|
|
}
|
|
|
|
if(pszCurrentBinding)
|
|
{
|
|
if(g_PrevCmds.size() >= 5)
|
|
g_PrevCmds.erase(g_PrevCmds.begin());//remove the oldest command
|
|
|
|
g_PrevCmds.push_back(make_pair(keynum, (string)pszCurrentBinding));
|
|
}
|
|
|
|
int theProcessKeyBinding = 1;
|
|
|
|
// char theKeyBinding[256] = "none";
|
|
// if(pszCurrentBinding)
|
|
// {
|
|
// sprintf(theKeyBinding, pszCurrentBinding);
|
|
// }
|
|
//
|
|
// char theMessage[512];
|
|
// sprintf(theMessage, "%s (down: %d, keynum %d)", theKeyBinding, down, keynum);
|
|
// CenterPrint(theMessage);
|
|
|
|
if(gViewPort /*&& gViewPort->IsOptionsMenuVisible()*/)
|
|
{
|
|
|
|
theProcessKeyBinding = gViewPort->KeyInput(down, keynum, pszCurrentBinding);
|
|
|
|
if(pszCurrentBinding && (!strcmp(pszCurrentBinding, "toggleconsole") || !strcmp(pszCurrentBinding, "cancelselect")))
|
|
{
|
|
theProcessKeyBinding = 1;
|
|
}
|
|
}
|
|
|
|
|
|
// Process topdown commands with precedence first
|
|
if(theProcessKeyBinding && gHUD.GetInTopDownMode())
|
|
{
|
|
if((keynum != 0) && down/*&& pszCurrentBinding*/)
|
|
{
|
|
AvHMessageID theMessageID = gHUD.HotKeyHit(keynum);
|
|
if((theMessageID != MESSAGE_NULL) || (keynum == K_ESCAPE))
|
|
{
|
|
// If ESC or cancel was hit, cancel ghost building
|
|
if((keynum == K_ESCAPE) || (theMessageID == MESSAGE_CANCEL))
|
|
{
|
|
gHUD.SetGhostBuildingMode(MESSAGE_NULL);
|
|
}
|
|
|
|
theProcessKeyBinding = 0;
|
|
}
|
|
////Commander arrow key scroll hardcoding so keys can be used out of comm chair without config change. Add as cvar option?
|
|
// if (keynum == K_UPARROW){KeyDown(&in_scrollup); theProcessKeyBinding = 0;}
|
|
// if (keynum == K_DOWNARROW){KeyDown(&in_scrolldown); theProcessKeyBinding = 0;}
|
|
// if (keynum == K_LEFTARROW){KeyDown(&in_scrollleft); theProcessKeyBinding = 0;}
|
|
// if (keynum == K_RIGHTARROW){KeyDown(&in_scrollright);theProcessKeyBinding = 0;}
|
|
//}
|
|
//else if((keynum != 0) && !(down))
|
|
//{
|
|
// if (keynum == K_UPARROW){KeyUp(&in_scrollup);theProcessKeyBinding = 0;}
|
|
// if (keynum == K_DOWNARROW){KeyUp(&in_scrolldown);theProcessKeyBinding = 0;}
|
|
// if (keynum == K_LEFTARROW){KeyUp(&in_scrollleft);theProcessKeyBinding = 0;}
|
|
// if (keynum == K_RIGHTARROW){KeyUp(&in_scrollright); theProcessKeyBinding = 0;}
|
|
}
|
|
}
|
|
|
|
if(theProcessKeyBinding)
|
|
{
|
|
// Process only a couple keybindings in top down mode
|
|
// if(!gHUD.GetInTopDownMode() || (pszCurrentBinding &&
|
|
//
|
|
// // Misc. commands
|
|
// (!strcmp(pszCurrentBinding, "toggleconsole") || !strcmp(pszCurrentBinding, "cancelselect") || !strcmp(pszCurrentBinding, "+showscores") || !strcmp(pszCurrentBinding, "-showscores") || !strcmp(pszCurrentBinding, "messagemode") || !strcmp(pszCurrentBinding, "messagemode2") || !strcmp(pszCurrentBinding, "snapshot") || !strcmp(pszCurrentBinding, "screenshot") || !strcmp(pszCurrentBinding, "+jump") || !strcmp(pszCurrentBinding, "addbot") || !strcmp(pszCurrentBinding, "+voicerecord") || !strcmp(pszCurrentBinding, "-voicerecord") ||
|
|
//
|
|
// // Movement commands
|
|
// !strcmp(pszCurrentBinding, "testevent") /*|| !strcmp(pszCurrentBinding, "invnext") || !strcmp(pszCurrentBinding, "invprev")*/ || !strcmp(pszCurrentBinding, "+moveleft") || !strcmp(pszCurrentBinding, "-moveleft") || !strcmp(pszCurrentBinding, "+moveright") || !strcmp(pszCurrentBinding, "-moveright") || !strcmp(pszCurrentBinding, "+moveup") || !strcmp(pszCurrentBinding, "-moveup") || !strcmp(pszCurrentBinding, "+movedown") || !strcmp(pszCurrentBinding, "-movedown") ||
|
|
//
|
|
// // For selecting groups
|
|
// !strcmp(pszCurrentBinding, "slot1") || !strcmp(pszCurrentBinding, "slot2") || !strcmp(pszCurrentBinding, "slot3") || !strcmp(pszCurrentBinding, "slot4") || !strcmp(pszCurrentBinding, "slot5") ||
|
|
//
|
|
// // For creating groups
|
|
// !strcmp(pszCurrentBinding, "+duck") || !strcmp(pszCurrentBinding, "-duck") ||
|
|
//
|
|
// // For testing ease
|
|
// !strcmp(pszCurrentBinding, "givepoints")
|
|
//
|
|
// )))
|
|
// {
|
|
if (gViewPort)
|
|
theProcessKeyBinding = gViewPort->KeyInput(down, keynum, pszCurrentBinding);
|
|
|
|
// // Don't
|
|
// if(!strcmp(pszCurrentBinding, "+jump") && gHUD.GetInTopDownMode())
|
|
// {
|
|
// gHUD.GotoAlert();
|
|
// }
|
|
|
|
// }
|
|
}
|
|
|
|
return theProcessKeyBinding;
|
|
}
|
|
|
|
void IN_BreakDown( void ) { KeyDown( &in_break );};
|
|
void IN_BreakUp( void ) { KeyUp( &in_break ); };
|
|
void IN_KLookDown (void) {KeyDown(&in_klook);}
|
|
void IN_KLookUp (void) {KeyUp(&in_klook);}
|
|
void IN_JLookDown (void) {KeyDown(&in_jlook);}
|
|
void IN_JLookUp (void) {KeyUp(&in_jlook);}
|
|
void IN_MLookDown (void) {KeyDown(&in_mlook);}
|
|
void IN_UpDown(void) {KeyDown(&in_up);}
|
|
void IN_UpUp(void) {KeyUp(&in_up);}
|
|
void IN_DownDown(void) {KeyDown(&in_down);}
|
|
void IN_DownUp(void) {KeyUp(&in_down);}
|
|
void IN_LeftDown(void) {KeyDown(&in_left);}
|
|
void IN_LeftUp(void) {KeyUp(&in_left);}
|
|
void IN_RightDown(void) {KeyDown(&in_right);}
|
|
void IN_RightUp(void) {KeyUp(&in_right);}
|
|
void IN_ScrollUpDown(void) { KeyDown(&in_scrollup);}
|
|
void IN_ScrollUpUp(void) { KeyUp(&in_scrollup); }
|
|
void IN_ScrollDownDown(void) { KeyDown(&in_scrolldown); }
|
|
void IN_ScrollDownUp(void) { KeyUp(&in_scrolldown); }
|
|
void IN_ScrollLeftDown(void) { KeyDown(&in_scrollleft); }
|
|
void IN_ScrollLeftUp(void) { KeyUp(&in_scrollleft); }
|
|
void IN_ScrollRightDown(void) { KeyDown(&in_scrollright); }
|
|
void IN_ScrollRightUp(void) { KeyUp(&in_scrollright); }
|
|
|
|
void IN_ForwardDown(void)
|
|
{
|
|
KeyDown(&in_forward);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_FORWARD );
|
|
}
|
|
|
|
void IN_ForwardUp(void)
|
|
{
|
|
KeyUp(&in_forward);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_FORWARD );
|
|
}
|
|
|
|
void IN_BackDown(void)
|
|
{
|
|
KeyDown(&in_back);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_BACK );
|
|
}
|
|
|
|
void IN_BackUp(void)
|
|
{
|
|
KeyUp(&in_back);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_BACK );
|
|
}
|
|
void IN_LookupDown(void) {KeyDown(&in_lookup);}
|
|
void IN_LookupUp(void) {KeyUp(&in_lookup);}
|
|
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
|
|
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
|
|
void IN_MoveleftDown(void)
|
|
{
|
|
KeyDown(&in_moveleft);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_MOVELEFT );
|
|
}
|
|
|
|
void IN_MoveleftUp(void)
|
|
{
|
|
KeyUp(&in_moveleft);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_MOVELEFT );
|
|
}
|
|
|
|
void IN_MoverightDown(void)
|
|
{
|
|
KeyDown(&in_moveright);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_MOVERIGHT );
|
|
}
|
|
|
|
void IN_MoverightUp(void)
|
|
{
|
|
KeyUp(&in_moveright);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_MOVERIGHT );
|
|
}
|
|
void IN_SpeedDown(void) {KeyDown(&in_speed);}
|
|
void IN_SpeedUp(void) {KeyUp(&in_speed);}
|
|
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
|
|
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
|
|
|
|
// needs capture by hud/vgui also
|
|
extern void __CmdFunc_InputPlayerSpecial(void);
|
|
void IN_Attack2Down(void) {KeyDownForced(&in_attack2);}
|
|
void IN_Attack2Up(void) {KeyUpForced(&in_attack2);}
|
|
void IN_UseDown (void)
|
|
{
|
|
KeyDown(&in_use);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_USE );
|
|
}
|
|
void IN_UseUp (void) {KeyUp(&in_use);}
|
|
void IN_JumpDown (void)
|
|
{
|
|
KeyDown(&in_jump);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_JUMP );
|
|
|
|
}
|
|
|
|
void IN_JumpUp (void)
|
|
{
|
|
KeyUp(&in_jump);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_JUMP );
|
|
}
|
|
|
|
void IN_DuckDown(void)
|
|
{
|
|
KeyDown(&in_duck);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_DUCK );
|
|
}
|
|
|
|
void IN_DuckUp(void) {KeyUp(&in_duck);}
|
|
// : duck toggle
|
|
void IN_DuckToggle(void)
|
|
{
|
|
g_bDuckToggled = !g_bDuckToggled;
|
|
}
|
|
// :
|
|
void IN_ReloadDown(void) {KeyDownForced(&in_reload);}
|
|
void IN_ReloadUp(void) {KeyUpForced(&in_reload);}
|
|
void IN_Alt1Down(void) {KeyDown(&in_alt1);}
|
|
void IN_Alt1Up(void) {KeyUp(&in_alt1);}
|
|
void IN_GraphDown(void) {KeyDown(&in_graph);}
|
|
void IN_GraphUp(void) {KeyUp(&in_graph);}
|
|
|
|
void IN_AttackDown(void)
|
|
{
|
|
KeyDown( &in_attack );
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK );
|
|
}
|
|
|
|
void IN_AttackUp(void)
|
|
{
|
|
KeyUp( &in_attack );
|
|
in_cancel = 0;
|
|
|
|
// Attack2up only for onos so it can end +attack onos charges. Attack2up for all causes blink and leap to cancel if you release attack while blinking or leaping.
|
|
if (gHUD.GetCurrentWeaponID() == AVH_ABILITY_CHARGE)
|
|
{
|
|
IN_Attack2Up();
|
|
}
|
|
}
|
|
|
|
void IN_AttackDownForced(void)
|
|
{
|
|
KeyDownForced( &in_attack );
|
|
}
|
|
|
|
void IN_AttackUpForced(void)
|
|
{
|
|
KeyUpForced( &in_attack );
|
|
}
|
|
|
|
void IN_AttackHandlerDown(void)
|
|
{
|
|
if (gHUD.GetCurrentWeaponID() == AVH_WEAPON_PISTOL && cl_pistoltrigger && cl_pistoltrigger->value)
|
|
{
|
|
IN_AttackDown();
|
|
IN_AttackUp();
|
|
pistolHandlerDown = true;
|
|
}
|
|
else
|
|
{
|
|
IN_AttackDown();
|
|
}
|
|
}
|
|
|
|
void IN_AttackHandlerUp(void)
|
|
{
|
|
// Pistol binary trigger. Check if attack was down, otherwise the engine will fire the pistol when closing the console or tabbing in as it calls every -command.
|
|
if (gHUD.GetCurrentWeaponID() == AVH_WEAPON_PISTOL && cl_pistoltrigger && cl_pistoltrigger->value && pistolHandlerDown)
|
|
{
|
|
IN_AttackDown();
|
|
IN_AttackUp();
|
|
pistolHandlerDown = false;
|
|
}
|
|
else
|
|
{
|
|
IN_AttackUp();
|
|
}
|
|
}
|
|
|
|
// Special handling
|
|
void IN_Cancel(void)
|
|
{
|
|
in_cancel = 1;
|
|
}
|
|
|
|
bool CheckInAttack(void)
|
|
{
|
|
return (in_attack.state & 1 || in_attack2.state & 1);
|
|
}
|
|
|
|
bool CheckInAttack2(void)
|
|
{
|
|
return (in_attack2.state & 1);
|
|
}
|
|
|
|
void IN_Impulse (void)
|
|
{
|
|
//char msg[1024];
|
|
//sprintf(msg, "in_impulse=%s\n", gEngfuncs.Cmd_Argv(1));
|
|
//CenterPrint(msg);
|
|
|
|
in_impulse = atoi( gEngfuncs.Cmd_Argv(1) );
|
|
}
|
|
|
|
void IN_ScoreDown(void)
|
|
{
|
|
KeyDown(&in_score);
|
|
if ( gViewPort )
|
|
{
|
|
gViewPort->ShowScoreBoard();
|
|
}
|
|
}
|
|
|
|
void IN_ScoreUp(void)
|
|
{
|
|
KeyUp(&in_score);
|
|
if ( gViewPort )
|
|
{
|
|
gViewPort->HideScoreBoard();
|
|
}
|
|
}
|
|
|
|
void IN_MLookUp (void)
|
|
{
|
|
KeyUp( &in_mlook );
|
|
if ( !( in_mlook.state & 1 ) && lookspring->value )
|
|
{
|
|
V_StartPitchDrift();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_KeyState
|
|
|
|
Returns 0.25 if a key was pressed and released during the frame,
|
|
0.5 if it was pressed and held
|
|
0 if held then released, and
|
|
1.0 if held for the entire time
|
|
===============
|
|
*/
|
|
float CL_KeyState (kbutton_t *key)
|
|
{
|
|
float val = 0.0;
|
|
int impulsedown, impulseup, down;
|
|
|
|
impulsedown = key->state & 2;
|
|
impulseup = key->state & 4;
|
|
down = key->state & 1;
|
|
|
|
if ( impulsedown && !impulseup )
|
|
{
|
|
// pressed and held this frame?
|
|
val = down ? 0.5 : 0.0;
|
|
}
|
|
|
|
if ( impulseup && !impulsedown )
|
|
{
|
|
// released this frame?
|
|
val = down ? 0.0 : 0.0;
|
|
}
|
|
|
|
if ( !impulsedown && !impulseup )
|
|
{
|
|
// held the entire frame?
|
|
val = down ? 1.0 : 0.0;
|
|
}
|
|
|
|
if ( impulsedown && impulseup )
|
|
{
|
|
if ( down )
|
|
{
|
|
// released and re-pressed this frame
|
|
val = 0.75;
|
|
}
|
|
else
|
|
{
|
|
// pressed and released this frame
|
|
val = 0.25;
|
|
}
|
|
}
|
|
|
|
// clear impulses
|
|
key->state &= 1;
|
|
return val;
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_AdjustAngles
|
|
|
|
Moves the local angle positions
|
|
================
|
|
*/
|
|
void CL_AdjustAngles ( float frametime, float *viewangles )
|
|
{
|
|
float speed;
|
|
float up, down;
|
|
|
|
if (in_speed.state & 1)
|
|
{
|
|
speed = frametime * cl_anglespeedkey->value;
|
|
}
|
|
else
|
|
{
|
|
speed = frametime;
|
|
}
|
|
|
|
if (!(in_strafe.state & 1))
|
|
{
|
|
viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
|
|
viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
|
|
viewangles[YAW] = anglemod(viewangles[YAW]);
|
|
}
|
|
if (in_klook.state & 1)
|
|
{
|
|
V_StopPitchDrift ();
|
|
viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_forward);
|
|
viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_back);
|
|
}
|
|
|
|
up = CL_KeyState (&in_lookup);
|
|
down = CL_KeyState(&in_lookdown);
|
|
|
|
viewangles[PITCH] -= speed*cl_pitchspeed->value * up;
|
|
viewangles[PITCH] += speed*cl_pitchspeed->value * down;
|
|
|
|
if (up || down)
|
|
V_StopPitchDrift ();
|
|
|
|
if (viewangles[PITCH] > cl_pitchdown->value)
|
|
viewangles[PITCH] = cl_pitchdown->value;
|
|
if (viewangles[PITCH] < -cl_pitchup->value)
|
|
viewangles[PITCH] = -cl_pitchup->value;
|
|
|
|
if (viewangles[ROLL] > 50)
|
|
viewangles[ROLL] = 50;
|
|
if (viewangles[ROLL] < -50)
|
|
viewangles[ROLL] = -50;
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_CreateMove
|
|
|
|
Send the intended movement message to the server
|
|
if active == 1 then we are 1) not playing back demos ( where our commands are ignored ) and
|
|
2 ) we have finished signing on to server
|
|
================
|
|
*/
|
|
void CL_DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active )
|
|
{
|
|
//RecClCL_CreateMove(frametime, cmd, active);
|
|
//@linux Commander overview needs to be fixed!
|
|
float spd;
|
|
vec3_t viewangles;
|
|
static vec3_t oldangles;
|
|
|
|
if ( active && (!gViewPort || !gViewPort->IsOptionsMenuVisible()) /*&& !gHUD.GetShowingMap()*/)
|
|
{
|
|
int theButtonState = CL_ButtonBits(1);
|
|
//memset( viewangles, 0, sizeof( vec3_t ) );
|
|
//viewangles[ 0 ] = viewangles[ 1 ] = viewangles[ 2 ] = 0.0;
|
|
//gEngfuncs.GetViewAngles( (float *)viewangles );
|
|
|
|
//CL_AdjustAngles ( frametime, viewangles );
|
|
|
|
memset (cmd, 0, sizeof(*cmd));
|
|
//@ linux void IN_Move ( float frametime, usercmd_t *cmd)
|
|
float theRotationDeltas[3] = {0,0,0}; //{90,0,90} --> top down --> viewangles[YAW]
|
|
float theTranslationDeltas[3] = {0,0,0}; //--> cmd->sidemove
|
|
|
|
IN_Move ( frametime, cmd );
|
|
|
|
if(gResetViewAngles)
|
|
{
|
|
VectorCopy(gViewAngles,viewangles);
|
|
gResetViewAngles = false;
|
|
}
|
|
else
|
|
{
|
|
gEngfuncs.GetViewAngles( (float *)viewangles );
|
|
}
|
|
VectorAdd(viewangles,theRotationDeltas,viewangles);
|
|
CL_AdjustAngles ( frametime, viewangles );
|
|
|
|
gEngfuncs.SetViewAngles( (float *)viewangles );
|
|
VectorCopy (viewangles,gWorldViewAngles);
|
|
|
|
// If we're in topdown mode
|
|
bool theProcessedMove = false;
|
|
bool theIsSendingSpecialEvent = false;
|
|
bool theOverrideImpulse = false;
|
|
float theWorldX, theWorldY;
|
|
int theScriptImpulse = 0;
|
|
|
|
AvHMessageID theAlienAbility = MESSAGE_NULL;
|
|
AvHMessageID theGroupMessage = MESSAGE_NULL;
|
|
|
|
//int theUpgradeVar = gEngfuncs.GetLocalPlayer()->curstate.iuser4;
|
|
//bool theIsParalyzed = GetHasUpgrade(theUpgradeVar, PLAYER_PARALYZED);
|
|
if(AvHScriptManager::Instance()->GetClientMove(theButtonState, theScriptImpulse))
|
|
{
|
|
if(theScriptImpulse)
|
|
{
|
|
theOverrideImpulse = true;
|
|
}
|
|
//theProcessedMove = true;
|
|
|
|
// TODO: Pass theButtonState to override all CL_KeyState() calls
|
|
}
|
|
else if(gHUD.GetInTopDownMode())
|
|
{
|
|
cmd->upmove = cmd->sidemove = cmd->forwardmove = 0;
|
|
|
|
// If a button was JUST pressed or released
|
|
vec3_t theMouseNormPos;
|
|
AvHMessageID theTechEvent = MESSAGE_NULL;
|
|
if(gCommanderHandler.GetMoveToWorldPosition(theWorldX, theWorldY))
|
|
{
|
|
// Commander wants to scroll to an area of the mini-map
|
|
cmd->impulse = COMMANDER_MOVETO;
|
|
cmd->upmove = theWorldX/kWorldPosNetworkConstant;
|
|
cmd->sidemove = theWorldY/kWorldPosNetworkConstant;
|
|
gCommanderHandler.ClearMoveToPosition();
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
}
|
|
else if(gCommanderHandler.GetDefaultOrderPosition(theWorldX, theWorldY))
|
|
{
|
|
// Commander wants to scroll to an area of the mini-map
|
|
cmd->impulse = COMMANDER_DEFAULTORDER;
|
|
cmd->upmove = theWorldX/kWorldPosNetworkConstant;
|
|
cmd->sidemove = theWorldY/kWorldPosNetworkConstant;
|
|
gCommanderHandler.ClearDefaultOrderPosition();
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
}
|
|
else if(gHUD.GetAndClearTechEvent(theTechEvent))
|
|
{
|
|
cmd->impulse = theTechEvent;
|
|
theProcessedMove = true;
|
|
theIsSendingSpecialEvent = true;
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
}
|
|
// else scroll
|
|
else
|
|
{
|
|
// Scroll the view if the HUD tells us to, otherwise use normal key presses
|
|
int theScrollX = 0, theScrollY = 0, theScrollZ = 0;
|
|
gHUD.GetAndClearTopDownScrollAmount(theScrollX, theScrollY, theScrollZ);
|
|
//Arrow key scrolling.
|
|
theScrollY += CL_KeyState(&in_scrollup);
|
|
theScrollY -= CL_KeyState(&in_scrolldown);
|
|
theScrollX -= CL_KeyState(&in_scrollleft);
|
|
theScrollX += CL_KeyState(&in_scrollright);
|
|
|
|
if(theScrollX || theScrollY || theScrollZ)
|
|
{
|
|
// Commander move speed
|
|
float kCommanderMoveSpeed = 1000;
|
|
cmd->upmove += kCommanderMoveSpeed * theScrollY;
|
|
cmd->sidemove += kCommanderMoveSpeed * theScrollX;
|
|
cmd->forwardmove += kCommanderMoveSpeed * theScrollZ;
|
|
|
|
cmd->impulse = COMMANDER_SCROLL;
|
|
theOverrideImpulse = true;
|
|
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
//theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
}
|
|
else if(gHUD.GetAndClearGroupEvent(theGroupMessage))
|
|
{
|
|
cmd->impulse = theGroupMessage;
|
|
theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
|
|
gHUD.SetLastHotkeySelectionEvent(theGroupMessage);
|
|
}
|
|
// else if(gHUD.GetTrackingEntity() > 0)
|
|
// {
|
|
// int theTrackingEntity = gHUD.GetTrackingEntity();
|
|
// cmd->upmove = theTrackingEntity*kHotKeyNetworkFactor;
|
|
// cmd->impulse = COMMANDER_TRACKENTITY;
|
|
//
|
|
// theIsSendingSpecialEvent = true;
|
|
// theProcessedMove = true;
|
|
// }
|
|
else if(in_impulse != 0)
|
|
{
|
|
bool theProcessImpulse = false;
|
|
switch(in_impulse)
|
|
{
|
|
case COMMANDER_SELECTALL:
|
|
case COMMANDER_NEXTIDLE:
|
|
case COMMANDER_NEXTAMMO:
|
|
case COMMANDER_NEXTHEALTH:
|
|
theProcessImpulse = true;
|
|
break;
|
|
}
|
|
|
|
if(theProcessImpulse)
|
|
{
|
|
cmd->impulse = in_impulse;
|
|
in_impulse = 0;
|
|
|
|
theProcessedMove = true;
|
|
theIsSendingSpecialEvent = true;
|
|
}
|
|
else
|
|
{
|
|
// Clear the impulse so it doesn't execute once leaving the chair.
|
|
in_impulse = 0;
|
|
}
|
|
}
|
|
|
|
if(!theProcessedMove && gHUD.GetAndClearSelectionEvent(theMouseNormPos, theTechEvent))
|
|
{
|
|
// Store world position x,y in upmove,sidemove
|
|
cmd->upmove = theMouseNormPos.x*kSelectionNetworkConstant;
|
|
cmd->sidemove = theMouseNormPos.y*kSelectionNetworkConstant;
|
|
cmd->forwardmove = theMouseNormPos.z*kSelectionNetworkConstant;
|
|
|
|
// Set impulse indicating this
|
|
//cmd->impulse = COMMANDER_MOUSECOORD;
|
|
|
|
// This could be COMMANDER_MOUSECOORD or BUILD_TURRET or one of the other BUILD_ events
|
|
// They are all sent the same way
|
|
cmd->impulse = theTechEvent;
|
|
|
|
// Order mode isn't currently used but may be in the future
|
|
//cmd->weaponselect = gHUD.GetOrderMode();
|
|
|
|
// Set buttons. Attack gets turned off when we're in mouse mode (apparently)
|
|
// so we need to set the buttons manually
|
|
cmd->buttons = theButtonState;
|
|
if(gHUD.GetMouseOneDown())
|
|
{
|
|
cmd->buttons |= IN_ATTACK;
|
|
}
|
|
if(gHUD.GetMouseTwoDown())
|
|
{
|
|
cmd->buttons |= IN_ATTACK2;
|
|
}
|
|
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
}
|
|
}
|
|
}
|
|
else if(gHUD.GetAndClearAlienAbility(theAlienAbility))
|
|
{
|
|
cmd->impulse = theAlienAbility;
|
|
|
|
// Added by mmcguire.
|
|
// 255 signifies that the impulse came from us and not from the console.
|
|
cmd->weaponselect = 255;
|
|
|
|
theProcessedMove = true;
|
|
theIsSendingSpecialEvent = true;
|
|
|
|
}
|
|
|
|
// else process move normally
|
|
if(!theProcessedMove)
|
|
{
|
|
if ( in_strafe.state & 1 )
|
|
{
|
|
//cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
|
|
//cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
|
|
cmd->sidemove += kSideSpeed * CL_KeyState (&in_right);
|
|
cmd->sidemove -= kSideSpeed * CL_KeyState (&in_left);
|
|
}
|
|
|
|
//cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
|
|
//cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
|
|
cmd->sidemove += kSideSpeed * CL_KeyState (&in_moveright);
|
|
cmd->sidemove -= kSideSpeed * CL_KeyState (&in_moveleft);
|
|
|
|
cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
|
|
cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
|
|
|
|
if ( !(in_klook.state & 1 ) )
|
|
{
|
|
//cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
|
|
cmd->forwardmove += kForwardSpeed * CL_KeyState(&in_forward);
|
|
//cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
|
|
cmd->forwardmove -= kBackSpeed * CL_KeyState(&in_back);
|
|
}
|
|
}
|
|
|
|
if(!theIsSendingSpecialEvent)
|
|
{
|
|
// adjust for speed key
|
|
if ( in_speed.state & 1 )
|
|
{
|
|
cmd->forwardmove *= cl_movespeedkey->value;
|
|
cmd->sidemove *= cl_movespeedkey->value;
|
|
cmd->upmove *= cl_movespeedkey->value;
|
|
}
|
|
|
|
// clip to maxspeed
|
|
spd = gEngfuncs.GetClientMaxspeed();
|
|
|
|
if ( spd != 0.0 )
|
|
{
|
|
// scale the 3 speeds so that the total velocity is not > cl.maxspeed
|
|
float fmov = sqrt( (cmd->forwardmove*cmd->forwardmove) + (cmd->sidemove*cmd->sidemove) + (cmd->upmove*cmd->upmove) );
|
|
|
|
if ( fmov > spd )
|
|
{
|
|
float fratio = spd / fmov;
|
|
cmd->forwardmove *= fratio;
|
|
cmd->sidemove *= fratio;
|
|
cmd->upmove *= fratio;
|
|
}
|
|
}
|
|
|
|
// Allow mice and other controllers to add their inputs
|
|
IN_Move ( frametime, cmd );
|
|
|
|
if(!theOverrideImpulse)
|
|
{
|
|
if (in_impulse == ORDER_ACK){
|
|
gHUD.SetDrawOrderOverlay(false);
|
|
}
|
|
|
|
cmd->impulse = in_impulse;
|
|
in_impulse = 0;
|
|
}
|
|
|
|
cmd->weaponselect = g_weaponselect;
|
|
g_weaponselect = 0;
|
|
|
|
//
|
|
// set button and flag bits
|
|
//
|
|
cmd->buttons = theButtonState;
|
|
|
|
// If they're in a modal dialog, or we're stunned, ignore the attack button.
|
|
int theLocalUpgrades = gHUD.GetLocalUpgrades();
|
|
if( GetClientVoiceMgr()->IsInSquelchMode() )
|
|
{
|
|
cmd->buttons &= ~IN_ATTACK;
|
|
}
|
|
|
|
// Using joystick?
|
|
if ( in_joystick->value )
|
|
{
|
|
if ( cmd->forwardmove > 0 )
|
|
{
|
|
cmd->buttons |= IN_FORWARD;
|
|
}
|
|
else if ( cmd->forwardmove < 0 )
|
|
{
|
|
cmd->buttons |= IN_BACK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
gEngfuncs.GetViewAngles( (float *)viewangles );
|
|
// Set current view angles.
|
|
|
|
// Set current view angles but not if frozen (this still allows you to rotate in first-person, but player model won't change)
|
|
int theUser4 = gHUD.GetLocalUpgrades();
|
|
bool theIsFrozen = GetHasUpgrade(theUser4, MASK_PLAYER_STUNNED) || GetHasUpgrade(theUser4, MASK_ALIEN_EMBRYO);
|
|
|
|
if ( g_iAlive && !theIsFrozen)
|
|
{
|
|
VectorCopy( viewangles, cmd->viewangles );
|
|
VectorCopy( viewangles, oldangles );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( oldangles, cmd->viewangles );
|
|
}
|
|
|
|
//Bench_SetViewAngles( 1, (float *)&cmd->viewangles, frametime, cmd );
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_IsDead
|
|
|
|
Returns 1 if health is <= 0
|
|
============
|
|
*/
|
|
int CL_IsDead( void )
|
|
{
|
|
return ( gHUD.m_Health.m_iHealth <= 0 ) ? 1 : 0;
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_ButtonBits
|
|
|
|
Returns appropriate button info for keyboard and mouse state
|
|
Set bResetState to 1 to clear old state info
|
|
============
|
|
*/
|
|
int CL_ButtonBits( int bResetState )
|
|
{
|
|
int bits = 0;
|
|
|
|
if ( in_attack.state & 3 )
|
|
{
|
|
bits |= IN_ATTACK;
|
|
}
|
|
|
|
if ( in_speed.state & 3 )
|
|
{
|
|
bits |= IN_WALK;
|
|
}
|
|
|
|
// : duck toggle
|
|
if ( g_bDuckToggled )
|
|
{
|
|
if (!(in_duck.state & 3))
|
|
{
|
|
bits |= IN_DUCK;
|
|
}
|
|
}
|
|
else if (in_duck.state & 3)
|
|
{
|
|
bits |= IN_DUCK;
|
|
}
|
|
// :
|
|
|
|
if (in_jump.state & 3)
|
|
{
|
|
bits |= IN_JUMP;
|
|
}
|
|
|
|
if ( in_forward.state & 3 )
|
|
{
|
|
bits |= IN_FORWARD;
|
|
}
|
|
|
|
if (in_back.state & 3)
|
|
{
|
|
bits |= IN_BACK;
|
|
}
|
|
|
|
if (in_use.state & 3)
|
|
{
|
|
bits |= IN_USE;
|
|
}
|
|
|
|
if (in_cancel)
|
|
{
|
|
bits |= IN_CANCEL;
|
|
}
|
|
|
|
if ( in_left.state & 3 )
|
|
{
|
|
bits |= IN_LEFT;
|
|
}
|
|
|
|
if (in_right.state & 3)
|
|
{
|
|
bits |= IN_RIGHT;
|
|
}
|
|
|
|
if ( in_moveleft.state & 3 )
|
|
{
|
|
bits |= IN_MOVELEFT;
|
|
}
|
|
|
|
if (in_moveright.state & 3)
|
|
{
|
|
bits |= IN_MOVERIGHT;
|
|
}
|
|
|
|
if (in_attack2.state & 3)
|
|
{
|
|
bits |= IN_ATTACK2;
|
|
}
|
|
|
|
if (in_reload.state & 3)
|
|
{
|
|
bits |= IN_RELOAD;
|
|
}
|
|
|
|
if (in_alt1.state & 3)
|
|
{
|
|
bits |= IN_ALT1;
|
|
}
|
|
|
|
if ( in_score.state & 3 )
|
|
{
|
|
bits |= IN_SCORE;
|
|
}
|
|
|
|
// Dead or in intermission? Shore scoreboard, too
|
|
if ( CL_IsDead() || gHUD.m_iIntermission )
|
|
{
|
|
bits |= IN_SCORE;
|
|
}
|
|
|
|
if ( bResetState )
|
|
{
|
|
in_attack.state &= ~2;
|
|
in_speed.state &= ~2;
|
|
in_duck.state &= ~2;
|
|
in_jump.state &= ~2;
|
|
in_forward.state &= ~2;
|
|
in_back.state &= ~2;
|
|
in_use.state &= ~2;
|
|
in_left.state &= ~2;
|
|
in_right.state &= ~2;
|
|
in_moveleft.state &= ~2;
|
|
in_moveright.state &= ~2;
|
|
in_attack2.state &= ~2;
|
|
in_reload.state &= ~2;
|
|
in_alt1.state &= ~2;
|
|
in_score.state &= ~2;
|
|
}
|
|
|
|
return bits;
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_ResetButtonBits
|
|
|
|
============
|
|
*/
|
|
void CL_ResetButtonBits( int bits )
|
|
{
|
|
int bitsNew = CL_ButtonBits( 0 ) ^ bits;
|
|
|
|
// Has the attack button been changed
|
|
if ( bitsNew & IN_ATTACK )
|
|
{
|
|
// Was it pressed? or let go?
|
|
if ( bits & IN_ATTACK )
|
|
{
|
|
KeyDown( &in_attack );
|
|
}
|
|
else
|
|
{
|
|
// totally clear state
|
|
in_attack.state &= ~7;
|
|
in_attack2.state &= ~7;
|
|
}
|
|
}
|
|
}
|
|
|
|
void NsVersion(void)
|
|
{
|
|
static char theGameVersion[1024];
|
|
|
|
string theGameVersionString;
|
|
|
|
theGameVersionString = "v" + MakeStringFromInt(BALANCE_VAR(kGameVersionMajor)) + "." + MakeStringFromInt(BALANCE_VAR(kGameVersionMinor)) + "b" +
|
|
MakeStringFromInt(BALANCE_VAR(kGameVersionRevision)) + " " + __DATE__ + " " + __TIME__;
|
|
|
|
//memset(theGameVersion, 0, 1024);
|
|
strcpy(theGameVersion, theGameVersionString.c_str());
|
|
|
|
gEngfuncs.Con_Printf("%s %s\n", kAvHGameAcronymn, theGameVersion);
|
|
}
|
|
|
|
void EchoDev(void)
|
|
{
|
|
////This method needs spaces added back in if using multiple args.
|
|
////Printing each arg followed by new line won't show in developer 1 text corner since new line gets executed seprarately last.
|
|
//char strbuff[8191];
|
|
//strbuff[0] = 0;
|
|
//
|
|
//int i;
|
|
//for (i = 1; i < gEngfuncs.Cmd_Argc(); i++) {
|
|
// strcat(strbuff, gEngfuncs.Cmd_Argv(i));
|
|
//}
|
|
//gEngfuncs.Con_Printf("%s\n", strbuff);
|
|
|
|
//One arg. Use quotes.
|
|
gEngfuncs.Con_Printf("%s\n", gEngfuncs.Cmd_Argv(1));
|
|
}
|
|
|
|
void NsPreset(void)
|
|
{
|
|
int presetChoice = atoi(gEngfuncs.Cmd_Argv(1));
|
|
bool printToChat = gViewPort;
|
|
char execText[1024];
|
|
//char localizedText[1024];
|
|
|
|
switch (presetChoice)
|
|
{
|
|
case 1:
|
|
ClientCmd("exec presetcfgs/AV/ns32.cfg");
|
|
|
|
if (printToChat)
|
|
{
|
|
// Localize later.
|
|
//sprintf(localizedText, CHudTextMessage::BufferedLocaliseTextString("#Preset1"));
|
|
snprintf(execText, 1024, "%c** %s\n", HUD_PRINTTALK, "Classic NS audio/visual presets applied. Left click once to fix bug. See console for details.");
|
|
gHUD.m_TextMessage.MsgFunc_TextMsg(NULL, (int)strlen(execText) + 1, execText);
|
|
ClientCmd("echo \"NOTE: You must left click once after applying these settings, or your next left click won't register. It's an HL engine bug.\""); // Use echo or it's out of order.
|
|
}
|
|
else
|
|
{
|
|
ClientCmd("toggleconsole");
|
|
}
|
|
break;
|
|
case 2:
|
|
ClientCmd("exec presetcfgs/AV/newdefault.cfg");
|
|
|
|
if (printToChat)
|
|
{
|
|
// Localize later.
|
|
//sprintf(localizedText, CHudTextMessage::BufferedLocaliseTextString("#Preset2"));
|
|
snprintf(execText, 1024, "%c** %s\n", HUD_PRINTTALK, "NS 3.3 audio/visual presets applied. Left click once to fix bug. See console for details. ");
|
|
gHUD.m_TextMessage.MsgFunc_TextMsg(NULL, (int)strlen(execText) + 1, execText);
|
|
ClientCmd("echo \"NOTE: You must left click once after applying these settings, or your next left click won't register. It's an HL engine bug.\""); // Use echo or it's out of order.
|
|
}
|
|
else
|
|
{
|
|
ClientCmd("toggleconsole");
|
|
}
|
|
break;
|
|
case 3:
|
|
ClientCmd("exec presetcfgs/AV/competitive.cfg");
|
|
|
|
if (printToChat)
|
|
{
|
|
// Localize later.
|
|
//sprintf(localizedText, CHudTextMessage::BufferedLocaliseTextString("#Preset3"));
|
|
snprintf(execText, 1024, "%c** %s\n", HUD_PRINTTALK, "Competitive audio/visual presets applied. Left click once to fix bug. See console for details.");
|
|
gHUD.m_TextMessage.MsgFunc_TextMsg(NULL, (int)strlen(execText) + 1, execText);
|
|
ClientCmd("echo \"NOTE: You must left click once after applying these settings, or your next left click won't register. It's an HL engine bug.\""); // Use echo or it's out of order.
|
|
}
|
|
else
|
|
{
|
|
ClientCmd("toggleconsole");
|
|
}
|
|
break;
|
|
default:
|
|
gEngfuncs.Con_Printf("NS configuration preset selector. Usage:\n1: apply NS 3.2 settings\n2: apply NS 3.3 settings\n3: apply competitive settings\n");
|
|
}
|
|
}
|
|
|
|
void NsRates(void)
|
|
{
|
|
int ratesChoice = atoi(gEngfuncs.Cmd_Argv(1));
|
|
char execText[30];
|
|
|
|
if (ratesChoice >= 1 && ratesChoice <= 20)
|
|
{
|
|
snprintf(execText, 30, "exec presetcfgs/rates/%d.cfg", ratesChoice);
|
|
ClientCmd(execText);
|
|
}
|
|
// Don't show this if 0 is entered as an arg, as it's the normal behavior for the blank default setting in options.
|
|
else if (gEngfuncs.Cmd_Argc() <= 1 || ratesChoice != 0)
|
|
{
|
|
gEngfuncs.Con_Printf("nsrates selects from preset network rate commands. Start from \"nsrates 1\" and increase the number until your connection feels stable.\n");
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
InitInput
|
|
============
|
|
*/
|
|
void InitInput (void)
|
|
{
|
|
gEngfuncs.pfnAddCommand ("+moveup",IN_UpDown);
|
|
gEngfuncs.pfnAddCommand ("-moveup",IN_UpUp);
|
|
gEngfuncs.pfnAddCommand ("+movedown",IN_DownDown);
|
|
gEngfuncs.pfnAddCommand ("-movedown",IN_DownUp);
|
|
gEngfuncs.pfnAddCommand ("+left",IN_LeftDown);
|
|
gEngfuncs.pfnAddCommand ("-left",IN_LeftUp);
|
|
gEngfuncs.pfnAddCommand ("+right",IN_RightDown);
|
|
gEngfuncs.pfnAddCommand ("-right",IN_RightUp);
|
|
gEngfuncs.pfnAddCommand ("+forward",IN_ForwardDown);
|
|
gEngfuncs.pfnAddCommand ("-forward",IN_ForwardUp);
|
|
gEngfuncs.pfnAddCommand ("+back",IN_BackDown);
|
|
gEngfuncs.pfnAddCommand ("-back",IN_BackUp);
|
|
gEngfuncs.pfnAddCommand ("+lookup", IN_LookupDown);
|
|
gEngfuncs.pfnAddCommand ("-lookup", IN_LookupUp);
|
|
gEngfuncs.pfnAddCommand ("+lookdown", IN_LookdownDown);
|
|
gEngfuncs.pfnAddCommand ("-lookdown", IN_LookdownUp);
|
|
gEngfuncs.pfnAddCommand ("+strafe", IN_StrafeDown);
|
|
gEngfuncs.pfnAddCommand ("-strafe", IN_StrafeUp);
|
|
gEngfuncs.pfnAddCommand ("+moveleft", IN_MoveleftDown);
|
|
gEngfuncs.pfnAddCommand ("-moveleft", IN_MoveleftUp);
|
|
gEngfuncs.pfnAddCommand ("+moveright", IN_MoverightDown);
|
|
gEngfuncs.pfnAddCommand ("-moveright", IN_MoverightUp);
|
|
gEngfuncs.pfnAddCommand ("+speed", IN_SpeedDown);
|
|
gEngfuncs.pfnAddCommand ("-speed", IN_SpeedUp);
|
|
gEngfuncs.pfnAddCommand ("+attack", IN_AttackHandlerDown);
|
|
gEngfuncs.pfnAddCommand ("-attack", IN_AttackHandlerUp);
|
|
//gEngfuncs.pfnAddCommand ("+movement", IN_Attack2Down);
|
|
//gEngfuncs.pfnAddCommand ("-movement", IN_Attack2Up);
|
|
gEngfuncs.pfnAddCommand ("+use", IN_UseDown);
|
|
gEngfuncs.pfnAddCommand ("-use", IN_UseUp);
|
|
gEngfuncs.pfnAddCommand ("+jump", IN_JumpDown);
|
|
gEngfuncs.pfnAddCommand ("-jump", IN_JumpUp);
|
|
gEngfuncs.pfnAddCommand ("impulse", IN_Impulse);
|
|
gEngfuncs.pfnAddCommand ("+klook", IN_KLookDown);
|
|
gEngfuncs.pfnAddCommand ("-klook", IN_KLookUp);
|
|
gEngfuncs.pfnAddCommand ("+mlook", IN_MLookDown);
|
|
gEngfuncs.pfnAddCommand ("-mlook", IN_MLookUp);
|
|
gEngfuncs.pfnAddCommand ("+jlook", IN_JLookDown);
|
|
gEngfuncs.pfnAddCommand ("-jlook", IN_JLookUp);
|
|
gEngfuncs.pfnAddCommand ("+duck", IN_DuckDown);
|
|
gEngfuncs.pfnAddCommand ("-duck", IN_DuckUp);
|
|
// : duck toggle
|
|
gEngfuncs.pfnAddCommand ("toggleduck", IN_DuckToggle);
|
|
// :
|
|
gEngfuncs.pfnAddCommand ("+reload", IN_ReloadDown);
|
|
gEngfuncs.pfnAddCommand ("-reload", IN_ReloadUp);
|
|
gEngfuncs.pfnAddCommand ("+alt1", IN_Alt1Down);
|
|
gEngfuncs.pfnAddCommand ("-alt1", IN_Alt1Up);
|
|
gEngfuncs.pfnAddCommand ("+score", IN_ScoreDown);
|
|
gEngfuncs.pfnAddCommand ("-score", IN_ScoreUp);
|
|
gEngfuncs.pfnAddCommand ("+showscores", IN_ScoreDown);
|
|
gEngfuncs.pfnAddCommand ("-showscores", IN_ScoreUp);
|
|
gEngfuncs.pfnAddCommand ("+graph", IN_GraphDown);
|
|
gEngfuncs.pfnAddCommand ("-graph", IN_GraphUp);
|
|
gEngfuncs.pfnAddCommand ("+break",IN_BreakDown);
|
|
gEngfuncs.pfnAddCommand ("-break",IN_BreakUp);
|
|
gEngfuncs.pfnAddCommand("+scrollup", IN_ScrollUpDown);
|
|
gEngfuncs.pfnAddCommand("-scrollup", IN_ScrollUpUp);
|
|
gEngfuncs.pfnAddCommand("+scrolldown", IN_ScrollDownDown);
|
|
gEngfuncs.pfnAddCommand("-scrolldown", IN_ScrollDownUp);
|
|
gEngfuncs.pfnAddCommand("+scrollleft", IN_ScrollLeftDown);
|
|
gEngfuncs.pfnAddCommand("-scrollleft", IN_ScrollLeftUp);
|
|
gEngfuncs.pfnAddCommand("+scrollright", IN_ScrollRightDown);
|
|
gEngfuncs.pfnAddCommand("-scrollright", IN_ScrollRightUp);
|
|
|
|
gEngfuncs.pfnAddCommand("nsversion", NsVersion);
|
|
gEngfuncs.pfnAddCommand("echodev", EchoDev);
|
|
gEngfuncs.pfnAddCommand("nspreset", NsPreset);
|
|
gEngfuncs.pfnAddCommand("nsrates", NsRates);
|
|
|
|
lookstrafe = gEngfuncs.pfnRegisterVariable ( "lookstrafe", "0", FCVAR_ARCHIVE );
|
|
lookspring = gEngfuncs.pfnRegisterVariable ( "lookspring", "0", FCVAR_ARCHIVE );
|
|
cl_anglespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_anglespeedkey", "0.67", 0 );
|
|
cl_yawspeed = gEngfuncs.pfnRegisterVariable ( "cl_yawspeed", "210", 0 );
|
|
cl_pitchspeed = gEngfuncs.pfnRegisterVariable ( "cl_pitchspeed", "225", 0 );
|
|
cl_upspeed = gEngfuncs.pfnRegisterVariable ( "cl_upspeed", "320", 0 );
|
|
//cl_forwardspeed = gEngfuncs.pfnRegisterVariable ( "cl_forwardspeed", "400", FCVAR_ARCHIVE );
|
|
//cl_backspeed = gEngfuncs.pfnRegisterVariable ( "cl_backspeed", "400", FCVAR_ARCHIVE );
|
|
//cl_sidespeed = gEngfuncs.pfnRegisterVariable ( "cl_sidespeed", "400", 0 );
|
|
cl_movespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_movespeedkey", "0.3", 0 );
|
|
cl_pitchup = gEngfuncs.pfnRegisterVariable ( "cl_pitchup", "89", 0 );
|
|
cl_pitchdown = gEngfuncs.pfnRegisterVariable ( "cl_pitchdown", "89", 0 );
|
|
|
|
cl_vsmoothing = gEngfuncs.pfnRegisterVariable ( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE );
|
|
|
|
m_pitch = gEngfuncs.pfnRegisterVariable ( "m_pitch","0.022", FCVAR_ARCHIVE );
|
|
m_yaw = gEngfuncs.pfnRegisterVariable ( "m_yaw","0.022", FCVAR_ARCHIVE );
|
|
m_forward = gEngfuncs.pfnRegisterVariable ( "m_forward","1", FCVAR_ARCHIVE );
|
|
m_side = gEngfuncs.pfnRegisterVariable ( "m_side","0.8", FCVAR_ARCHIVE );
|
|
|
|
cl_autohelp = gEngfuncs.pfnRegisterVariable ( kvAutoHelp, "1.0", FCVAR_ARCHIVE );
|
|
cl_centerentityid = gEngfuncs.pfnRegisterVariable ( kvCenterEntityID, "0.0", FCVAR_ARCHIVE );
|
|
cl_musicenabled = gEngfuncs.pfnRegisterVariable ( kvMusicEnabled, "1", FCVAR_ARCHIVE );
|
|
cl_musicvolume = gEngfuncs.pfnRegisterVariable ( kvMusicVolume, "0.6", FCVAR_ARCHIVE );
|
|
cl_musicdir = gEngfuncs.pfnRegisterVariable ( kvMusicDirectory, "", FCVAR_ARCHIVE);
|
|
cl_musicdelay = gEngfuncs.pfnRegisterVariable ( kvMusicDelay, "90", FCVAR_ARCHIVE);
|
|
cl_dynamiclights = gEngfuncs.pfnRegisterVariable ( kvDynamicLights, "1", FCVAR_ARCHIVE );
|
|
cl_buildmessages = gEngfuncs.pfnRegisterVariable ( kvBuildMessages, "1", FCVAR_ARCHIVE);
|
|
cl_quickselecttime = gEngfuncs.pfnRegisterVariable ( kvQuickSelectTime, ".15", FCVAR_ARCHIVE );
|
|
cl_highdetail = gEngfuncs.pfnRegisterVariable ( kvHighDetail, "1", FCVAR_ARCHIVE );
|
|
cl_cmhotkeys = gEngfuncs.pfnRegisterVariable ( kvCMHotkeys, "qwerasdfzxcv", FCVAR_ARCHIVE );
|
|
//cl_forcedefaultfov = gEngfuncs.pfnRegisterVariable ( kvForceDefaultFOV, "0", FCVAR_ARCHIVE );
|
|
cl_particleinfo = gEngfuncs.pfnRegisterVariable ( kvParticleInfo, "0", FCVAR_ARCHIVE );
|
|
//cl_widescreen = gEngfuncs.pfnRegisterVariable ( kvWidescreen, "1", FCVAR_ARCHIVE );
|
|
cl_ambientsound = gEngfuncs.pfnRegisterVariable ( kvAmbientSound, "0.6", FCVAR_ARCHIVE);
|
|
senslock = gEngfuncs.pfnRegisterVariable ("senslock", "0", FCVAR_ARCHIVE);
|
|
cl_chatbeep = gEngfuncs.pfnRegisterVariable ("cl_chatbeep", "1", FCVAR_ARCHIVE);
|
|
cl_mutemenu = gEngfuncs.pfnRegisterVariable ("cl_mutemenu", "3", FCVAR_ARCHIVE);
|
|
cl_weaponcfgs = gEngfuncs.pfnRegisterVariable ("cl_weaponcfgs", "1", FCVAR_ARCHIVE);
|
|
cl_pistoltrigger = gEngfuncs.pfnRegisterVariable ("cl_pistoltrigger", "1", FCVAR_ARCHIVE);
|
|
cl_cmcancellast = gEngfuncs.pfnRegisterVariable("cl_cmcancellast", "0", FCVAR_ARCHIVE);
|
|
cl_teamcfgs = gEngfuncs.pfnRegisterVariable("cl_teamcfgs", "1", FCVAR_ARCHIVE);
|
|
|
|
gEngfuncs.pfnRegisterVariable("cl_placebo", "0", 0); // Junk command for options menu dividers.
|
|
|
|
// Initialize third person camera controls.
|
|
CAM_Init();
|
|
// Initialize inputs
|
|
IN_Init();
|
|
// Initialize keyboard
|
|
KB_Init();
|
|
// Initialize view system
|
|
V_Init();
|
|
}
|
|
|
|
/*
|
|
============
|
|
ShutdownInput
|
|
============
|
|
*/
|
|
void ShutdownInput (void)
|
|
{
|
|
IN_Shutdown();
|
|
KB_Shutdown();
|
|
}
|
|
#include "interface.h"
|
|
void CL_DLLEXPORT HUD_Shutdown( void )
|
|
{
|
|
// RecClShutdown();
|
|
|
|
ShutdownInput();
|
|
|
|
gHUD.Shutdown();
|
|
}
|