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567 lines
16 KiB
C
567 lines
16 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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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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// 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 "quakedef.h"
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extern cvar_t cl_maxpitch; //johnfitz -- variable pitch clamping
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extern cvar_t cl_minpitch; //johnfitz -- variable pitch clamping
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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, in_klook;
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_strafe, in_speed, in_jump, in_attack, in_button3, in_button4, in_button5, in_button6, in_button7, in_button8;
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kbutton_t in_up, in_down;
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int in_impulse;
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void KeyDown (kbutton_t *b)
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{
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int k;
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const char *c;
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c = 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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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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Con_Printf ("Three keys down for a button!\n");
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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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void KeyUp (kbutton_t *b)
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{
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int k;
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const char *c;
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c = 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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return; // some other key is still holding it down
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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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void IN_KLookDown (void) {KeyDown(&in_klook);}
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void IN_KLookUp (void) {KeyUp(&in_klook);}
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void IN_MLookDown (void) {KeyDown(&in_mlook);}
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void IN_MLookUp (void) {
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KeyUp(&in_mlook);
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if ( !(in_mlook.state&1) && lookspring.value)
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V_StartPitchDrift();
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}
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void IN_UpDown(void) {KeyDown(&in_up);}
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void IN_UpUp(void) {KeyUp(&in_up);}
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void IN_DownDown(void) {KeyDown(&in_down);}
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void IN_DownUp(void) {KeyUp(&in_down);}
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void IN_LeftDown(void) {KeyDown(&in_left);}
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void IN_LeftUp(void) {KeyUp(&in_left);}
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void IN_RightDown(void) {KeyDown(&in_right);}
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void IN_RightUp(void) {KeyUp(&in_right);}
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void IN_ForwardDown(void) {KeyDown(&in_forward);}
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void IN_ForwardUp(void) {KeyUp(&in_forward);}
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void IN_BackDown(void) {KeyDown(&in_back);}
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void IN_BackUp(void) {KeyUp(&in_back);}
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void IN_LookupDown(void) {KeyDown(&in_lookup);}
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void IN_LookupUp(void) {KeyUp(&in_lookup);}
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void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
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void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
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void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
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void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
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void IN_MoverightDown(void) {KeyDown(&in_moveright);}
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void IN_MoverightUp(void) {KeyUp(&in_moveright);}
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void IN_SpeedDown(void) {KeyDown(&in_speed);}
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void IN_SpeedUp(void) {KeyUp(&in_speed);}
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void IN_StrafeDown(void) {KeyDown(&in_strafe);}
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void IN_StrafeUp(void) {KeyUp(&in_strafe);}
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void IN_AttackDown(void) {KeyDown(&in_attack);}
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void IN_AttackUp(void) {KeyUp(&in_attack);}
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void IN_UseDown (void) {KeyDown(&in_button3);}
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void IN_UseUp (void) {KeyUp(&in_button3);}
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void IN_JumpDown (void) {KeyDown(&in_jump);}
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void IN_JumpUp (void) {KeyUp(&in_jump);}
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void IN_Button3Down(void) {KeyDown(&in_button3);}
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void IN_Button3Up(void) {KeyUp(&in_button3);}
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void IN_Button4Down(void) {KeyDown(&in_button4);}
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void IN_Button4Up(void) {KeyUp(&in_button4);}
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void IN_Button5Down(void) {KeyDown(&in_button5);}
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void IN_Button5Up(void) {KeyUp(&in_button5);}
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void IN_Button6Down(void) {KeyDown(&in_button6);}
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void IN_Button6Up(void) {KeyUp(&in_button6);}
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void IN_Button7Down(void) {KeyDown(&in_button7);}
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void IN_Button7Up(void) {KeyUp(&in_button7);}
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void IN_Button8Down(void) {KeyDown(&in_button8);}
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void IN_Button8Up(void) {KeyUp(&in_button8);}
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void IN_Impulse (void) {in_impulse=Q_atoi(Cmd_Argv(1));}
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/*
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===============
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CL_KeyState
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Returns 0.25 if a key was pressed and released during the frame,
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0.5 if it was pressed and held
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0 if held then released, and
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1.0 if held for the entire time
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===============
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*/
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float CL_KeyState (kbutton_t *key)
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{
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float val;
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qboolean impulsedown, impulseup, down;
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impulsedown = key->state & 2;
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impulseup = key->state & 4;
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down = key->state & 1;
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val = 0;
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if (impulsedown && !impulseup)
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{
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if (down)
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val = 0.5; // pressed and held this frame
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else
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val = 0; // I_Error ();
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}
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if (impulseup && !impulsedown)
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{
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if (down)
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val = 0; // I_Error ();
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else
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val = 0; // released this frame
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}
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if (!impulsedown && !impulseup)
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{
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if (down)
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val = 1.0; // held the entire frame
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else
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val = 0; // up the entire frame
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}
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if (impulsedown && impulseup)
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{
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if (down)
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val = 0.75; // released and re-pressed this frame
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else
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val = 0.25; // pressed and released this frame
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}
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key->state &= 1; // clear impulses
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return val;
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}
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//==========================================================================
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cvar_t cl_upspeed = {"cl_upspeed","200",CVAR_NONE};
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cvar_t cl_forwardspeed = {"cl_forwardspeed","200", CVAR_ARCHIVE};
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cvar_t cl_backspeed = {"cl_backspeed","200", CVAR_ARCHIVE};
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cvar_t cl_sidespeed = {"cl_sidespeed","350",CVAR_NONE};
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cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0",CVAR_NONE};
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cvar_t cl_yawspeed = {"cl_yawspeed","140",CVAR_NONE};
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cvar_t cl_pitchspeed = {"cl_pitchspeed","150",CVAR_NONE};
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cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5",CVAR_NONE};
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cvar_t cl_alwaysrun = {"cl_alwaysrun","0",CVAR_ARCHIVE}; // QuakeSpasm -- new always run
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/*
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================
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CL_AdjustAngles
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Moves the local angle positions
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================
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*/
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void CL_AdjustAngles (void)
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{
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float speed;
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float up, down;
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if ((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0))
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speed = host_frametime * cl_anglespeedkey.value;
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else
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speed = host_frametime;
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if (!(in_strafe.state & 1))
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{
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cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
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cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
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cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
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}
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if (in_klook.state & 1)
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{
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V_StopPitchDrift ();
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cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
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cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
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}
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up = CL_KeyState (&in_lookup);
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down = CL_KeyState(&in_lookdown);
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cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
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cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
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if (up || down)
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V_StopPitchDrift ();
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//johnfitz -- variable pitch clamping
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if (cl.viewangles[PITCH] > cl_maxpitch.value)
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cl.viewangles[PITCH] = cl_maxpitch.value;
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if (cl.viewangles[PITCH] < cl_minpitch.value)
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cl.viewangles[PITCH] = cl_minpitch.value;
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//johnfitz
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if (cl.viewangles[ROLL] > 50)
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cl.viewangles[ROLL] = 50;
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if (cl.viewangles[ROLL] < -50)
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cl.viewangles[ROLL] = -50;
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}
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/*
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================
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CL_BaseMove
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Send the intended movement message to the server
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================
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*/
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void CL_BaseMove (usercmd_t *cmd)
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{
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Q_memset (cmd, 0, sizeof(*cmd));
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VectorCopy(cl.viewangles, cmd->viewangles);
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if (cls.signon != SIGNONS)
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return;
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if (in_strafe.state & 1)
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{
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cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_right);
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cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_left);
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}
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cmd->sidemove += cl_sidespeed.value * CL_KeyState (&in_moveright);
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cmd->sidemove -= cl_sidespeed.value * CL_KeyState (&in_moveleft);
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cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
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cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
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if (! (in_klook.state & 1) )
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{
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cmd->forwardmove += cl_forwardspeed.value * CL_KeyState (&in_forward);
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cmd->forwardmove -= cl_backspeed.value * CL_KeyState (&in_back);
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}
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//
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// adjust for speed key
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//
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if ((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0))
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{
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cmd->forwardmove *= cl_movespeedkey.value;
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cmd->sidemove *= cl_movespeedkey.value;
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cmd->upmove *= cl_movespeedkey.value;
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}
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}
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void CL_FinishMove(usercmd_t *cmd)
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{
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unsigned int bits;
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//
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// send button bits
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//
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bits = 0;
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if ( in_attack.state & 3 )
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bits |= 1;
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in_attack.state &= ~2;
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if (in_jump.state & 3)
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bits |= 2;
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in_jump.state &= ~2;
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if (in_button3.state & 3)
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bits |= 4;
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in_button3.state &= ~2;
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if (in_button4.state & 3)
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bits |= 8;
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in_button4.state &= ~2;
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if (in_button5.state & 3)
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bits |= 16;
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in_button5.state &= ~2;
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if (in_button6.state & 3)
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bits |= 32;
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in_button6.state &= ~2;
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if (in_button7.state & 3)
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bits |= 64;
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in_button7.state &= ~2;
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if (in_button8.state & 3)
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bits |= 128;
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in_button8.state &= ~2;
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cmd->buttons = bits;
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cmd->impulse = in_impulse;
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in_impulse = 0;
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}
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/*
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==============
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CL_SendMove
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==============
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*/
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void CL_SendMove (const usercmd_t *cmd)
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{
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unsigned int i;
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sizebuf_t buf;
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byte data[1024];
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buf.maxsize = sizeof(data);
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buf.cursize = 0;
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buf.data = data;
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for (i = 0; i < cl.ackframes_count; i++)
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{
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MSG_WriteByte(&buf, clcdp_ackframe);
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MSG_WriteLong(&buf, cl.ackframes[i]);
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}
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cl.ackframes_count = 0;
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if (cmd)
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{
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int dump = buf.cursize;
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//
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// send the movement message
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//
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MSG_WriteByte (&buf, clc_move);
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if (cl.protocol == PROTOCOL_VERSION_DP7)
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{
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if (0)
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{
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MSG_WriteLong(&buf, 0);
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MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
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}
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else
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{
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MSG_WriteLong(&buf, cl.movemessages);
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MSG_WriteFloat (&buf, cmd->servertime); // for input timing
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}
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}
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else if (cl.protocol_pext2 & PEXT2_PREDINFO)
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{
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MSG_WriteShort(&buf, cl.movemessages&0xffff); //server will ack this once it has been applied to the player's entity state
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MSG_WriteFloat (&buf, cmd->servertime); // so server can get cmd timing (pings will be calculated by entframe acks).
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}
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else
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MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
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for (i=0 ; i<3 ; i++)
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//johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE
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//spike -- nq+bjp3 use 8bit angles. all other supported protocols use 16bit ones.
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//spike -- proquake servers bump client->server angles up to at least 16bit. this is safe because it only happens when both client+server advertise it, and because it never actually gets recorded into demos anyway.
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//spike -- predinfo also always means 16bit angles, even if for some reason the server doesn't advertise proquake (like dp).
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if ((cl.protocol == PROTOCOL_NETQUAKE || cl.protocol == PROTOCOL_VERSION_BJP3) && !NET_QSocketGetProQuakeAngleHack(cls.netcon) && !(cl.protocol_pext2 & PEXT2_PREDINFO))
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MSG_WriteAngle (&buf, cl.viewangles[i], cl.protocolflags);
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else
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MSG_WriteAngle16 (&buf, cl.viewangles[i], cl.protocolflags);
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//johnfitz
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MSG_WriteShort (&buf, cmd->forwardmove);
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MSG_WriteShort (&buf, cmd->sidemove);
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MSG_WriteShort (&buf, cmd->upmove);
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if (cl.protocol == PROTOCOL_VERSION_DP7)
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{
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MSG_WriteLong (&buf, cmd->buttons);
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MSG_WriteByte (&buf, cmd->impulse);
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MSG_WriteShort(&buf, 32767);//cursor x
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MSG_WriteShort(&buf, 32767);//cursor y
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MSG_WriteFloat(&buf, r_refdef.vieworg[0]); //start (view pos)
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MSG_WriteFloat(&buf, r_refdef.vieworg[1]);
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MSG_WriteFloat(&buf, r_refdef.vieworg[2]);
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MSG_WriteFloat(&buf, r_refdef.vieworg[0]); //impact
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MSG_WriteFloat(&buf, r_refdef.vieworg[1]);
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MSG_WriteFloat(&buf, r_refdef.vieworg[2]);
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MSG_WriteShort(&buf, 0); //entity
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}
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else
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{
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MSG_WriteByte (&buf, cmd->buttons);
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MSG_WriteByte (&buf, cmd->impulse);
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}
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in_impulse = 0;
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cl.movecmds[cl.movemessages&MOVECMDS_MASK] = *cmd;
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//
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// allways dump the first two message, because it may contain leftover inputs
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// from the last level
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//
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if (++cl.movemessages <= 2)
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buf.cursize = dump;
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else
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S_Voip_Transmit(clcfte_voicechat, &buf);/*Spike: Add voice data*/
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}
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else
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S_Voip_Transmit(clcfte_voicechat, NULL);/*Spike: Add voice data (with cl_voip_test anyway)*/
|
|
|
|
//fixme: nops if we're still connecting, or something.
|
|
|
|
//
|
|
// deliver the message
|
|
//
|
|
if (cls.demoplayback || !buf.cursize)
|
|
return;
|
|
|
|
if (NET_SendUnreliableMessage (cls.netcon, &buf) == -1)
|
|
{
|
|
Con_Printf ("CL_SendMove: lost server connection\n");
|
|
CL_Disconnect ();
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_InitInput
|
|
============
|
|
*/
|
|
void CL_InitInput (void)
|
|
{
|
|
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_AttackDown);
|
|
Cmd_AddCommand ("-attack", IN_AttackUp);
|
|
Cmd_AddCommand ("+use", IN_UseDown);
|
|
Cmd_AddCommand ("-use", IN_UseUp);
|
|
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 ("+jump", IN_JumpDown);
|
|
Cmd_AddCommand ("-jump", IN_JumpUp);
|
|
Cmd_AddCommand ("impulse", IN_Impulse);
|
|
Cmd_AddCommand ("+klook", IN_KLookDown);
|
|
Cmd_AddCommand ("-klook", IN_KLookUp);
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown);
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp);
|
|
|
|
}
|
|
|