mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-22 04:11:57 +00:00
1897 lines
43 KiB
C++
1897 lines
43 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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// cl.input.c -- builds an intended movement command to send to the server
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#include "client.h"
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#ifdef _XBOX
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#include "../../code/client/cl_input_hotswap.h"
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#include "../xbox/XBVoice.h"
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#endif
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unsigned frame_msec;
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int old_com_frameTime;
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float cl_mPitchOverride = 0.0f;
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float cl_mYawOverride = 0.0f;
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float cl_mSensitivityOverride = 0.0f;
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qboolean cl_bUseFighterPitch = qfalse;
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qboolean cl_crazyShipControls = qfalse;
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#ifdef VEH_CONTROL_SCHEME_4
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#define OVERRIDE_MOUSE_SENSITIVITY 5.0f//20.0f = 180 degree turn in one mouse swipe across keyboard
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#else// VEH_CONTROL_SCHEME_4
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#define OVERRIDE_MOUSE_SENSITIVITY 10.0f//20.0f = 180 degree turn in one mouse swipe across keyboard
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#endif// VEH_CONTROL_SCHEME_4
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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 argv(1) so it can be matched up with the release.
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argv(2) will be set to the time the event happened, which allows exact
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control even at low framerates when the down and up events may both get qued
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at the same time.
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===============================================================================
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*/
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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;
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kbutton_t in_up, in_down;
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kbutton_t in_buttons[16];
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qboolean in_mlooking;
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#ifdef _XBOX
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HotSwapManager swapMan1(HOTSWAP_ID_WHITE);
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HotSwapManager swapMan2(HOTSWAP_ID_BLACK);
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void IN_HotSwap1On(void)
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{
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swapMan1.SetDown();
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}
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void IN_HotSwap2On(void)
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{
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swapMan2.SetDown();
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}
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void IN_HotSwap1Off(void)
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{
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swapMan1.SetUp();
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}
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void IN_HotSwap2Off(void)
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{
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swapMan2.SetUp();
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}
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void CL_UpdateHotSwap(void)
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{
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swapMan1.Update();
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swapMan2.Update();
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}
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bool CL_ExtendSelectTime(void)
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{
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return swapMan1.ButtonDown() || swapMan2.ButtonDown();
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}
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#endif
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void IN_Button11Down(void);
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void IN_Button11Up(void);
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void IN_Button10Down(void);
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void IN_Button10Up(void);
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void IN_Button6Down(void);
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void IN_Button6Up(void);
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void IN_UseGivenForce(void)
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{
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char *c = Cmd_Argv(1);
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int forceNum =-1;
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int genCmdNum = 0;
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if(c) {
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forceNum = atoi(c);
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} else {
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return;
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}
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switch(forceNum) {
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case FP_DRAIN:
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IN_Button11Down();
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IN_Button11Up();
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break;
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case FP_PUSH:
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genCmdNum = GENCMD_FORCE_THROW;
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break;
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case FP_SPEED:
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genCmdNum = GENCMD_FORCE_SPEED;
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break;
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case FP_PULL:
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genCmdNum = GENCMD_FORCE_PULL;
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break;
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case FP_TELEPATHY:
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genCmdNum = GENCMD_FORCE_DISTRACT;
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break;
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case FP_GRIP:
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IN_Button6Down();
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IN_Button6Up();
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break;
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case FP_LIGHTNING:
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IN_Button10Down();
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IN_Button10Up();
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break;
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case FP_RAGE:
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genCmdNum = GENCMD_FORCE_RAGE;
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break;
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case FP_PROTECT:
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genCmdNum = GENCMD_FORCE_PROTECT;
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break;
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case FP_ABSORB:
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genCmdNum = GENCMD_FORCE_ABSORB;
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break;
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case FP_SEE:
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genCmdNum = GENCMD_FORCE_SEEING;
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break;
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case FP_HEAL:
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genCmdNum = GENCMD_FORCE_HEAL;
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break;
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case FP_TEAM_HEAL:
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genCmdNum = GENCMD_FORCE_HEALOTHER;
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break;
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case FP_TEAM_FORCE:
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genCmdNum = GENCMD_FORCE_FORCEPOWEROTHER;
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break;
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default:
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assert(0);
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break;
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}
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if(genCmdNum != 0) {
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = genCmdNum;
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}
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}
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void IN_MLookDown( void ) {
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in_mlooking = qtrue;
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}
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void IN_MLookUp( void ) {
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in_mlooking = qfalse;
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if ( !cl_freelook->integer ) {
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IN_CenterView ();
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}
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}
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void IN_GenCMD1( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_SABERSWITCH;
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}
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void IN_GenCMD2( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_ENGAGE_DUEL;
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}
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void IN_GenCMD3( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_HEAL;
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}
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void IN_GenCMD4( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_SPEED;
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}
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void IN_GenCMD5( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_PULL;
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}
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void IN_GenCMD6( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_DISTRACT;
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}
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void IN_GenCMD7( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_RAGE;
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}
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void IN_GenCMD8( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_PROTECT;
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}
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void IN_GenCMD9( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_ABSORB;
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}
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void IN_GenCMD10( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_HEALOTHER;
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}
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void IN_GenCMD11( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_FORCEPOWEROTHER;
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}
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void IN_GenCMD12( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_SEEING;
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}
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void IN_GenCMD13( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_SEEKER;
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}
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void IN_GenCMD14( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_FIELD;
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}
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void IN_GenCMD15( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_BACTA;
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}
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void IN_GenCMD16( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_ELECTROBINOCULARS;
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}
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void IN_GenCMD17( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_ZOOM;
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}
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void IN_GenCMD18( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_SENTRY;
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}
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void IN_GenCMD19( void )
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{
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#ifdef _XBOX
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if (cl.snap.ps.weapon != WP_SABER)
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{
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Cbuf_ExecuteText(EXEC_APPEND, "weapon 1");
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return;
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}
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#endif
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if (Cvar_VariableIntegerValue("d_saberStanceDebug"))
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{
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Com_Printf("SABERSTANCEDEBUG: Gencmd on client set successfully.\n");
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}
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_SABERATTACKCYCLE;
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}
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void IN_GenCMD20( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FORCE_THROW;
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}
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void IN_GenCMD21( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_JETPACK;
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}
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void IN_GenCMD22( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_BACTABIG;
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}
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void IN_GenCMD23( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_HEALTHDISP;
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}
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void IN_GenCMD24( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_AMMODISP;
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}
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void IN_GenCMD25( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_EWEB;
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}
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void IN_GenCMD26( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_USE_CLOAK;
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}
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void IN_GenCMD27( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_TAUNT;
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}
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void IN_GenCMD28( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_BOW;
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}
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void IN_GenCMD29( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_MEDITATE;
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}
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void IN_GenCMD30( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_FLOURISH;
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}
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void IN_GenCMD31( void )
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{
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cl.gcmdSendValue = qtrue;
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cl.gcmdValue = GENCMD_GLOAT;
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}
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//toggle automap view mode
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static bool g_clAutoMapMode = false;
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void IN_AutoMapButton(void)
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{
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g_clAutoMapMode = !g_clAutoMapMode;
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}
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//toggle between automap, radar, nothing
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extern cvar_t *r_autoMap;
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void IN_AutoMapToggle(void)
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{
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if (Cvar_VariableIntegerValue("cg_drawRadar"))
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{
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Cvar_Set("cg_drawRadar", "0");
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}
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else
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{
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Cvar_Set("cg_drawRadar", "1");
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}
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/*
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if (r_autoMap && r_autoMap->integer)
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{ //automap off, radar on
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Cvar_Set("r_autoMap", "0");
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Cvar_Set("cg_drawRadar", "1");
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}
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else if (Cvar_VariableIntegerValue("cg_drawRadar"))
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{ //radar off, automap should be off too
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Cvar_Set("cg_drawRadar", "0");
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}
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else
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{ //turn automap on
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Cvar_Set("r_autoMap", "1");
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}
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*/
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}
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void IN_VoiceChatButton(void)
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{
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if (!uivm)
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{ //ui not loaded so this command is useless
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return;
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}
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VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_VOICECHAT );
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}
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void IN_KeyDown( kbutton_t *b ) {
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int k;
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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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}
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if ( k == b->down[0] || k == b->down[1] ) {
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return; // repeating key
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}
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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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Com_Printf ("Three keys down for a button!\n");
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return;
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}
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if ( b->active ) {
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return; // still down
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}
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// save timestamp for partial frame summing
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c = Cmd_Argv(2);
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b->downtime = atoi(c);
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b->active = qtrue;
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b->wasPressed = qtrue;
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}
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void IN_KeyUp( kbutton_t *b ) {
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int k;
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char *c;
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unsigned uptime;
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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->active = qfalse;
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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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}
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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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}
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b->active = qfalse;
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// save timestamp for partial frame summing
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c = Cmd_Argv(2);
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uptime = atoi(c);
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if ( uptime ) {
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b->msec += uptime - b->downtime;
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} else {
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b->msec += frame_msec / 2;
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}
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b->active = qfalse;
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}
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/*
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===============
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CL_KeyState
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Returns the fraction of the frame that the key was down
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===============
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*/
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float CL_KeyState( kbutton_t *key ) {
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float val;
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int msec;
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msec = key->msec;
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key->msec = 0;
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if ( key->active ) {
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// still down
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if ( !key->downtime ) {
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msec = com_frameTime;
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} else {
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msec += com_frameTime - key->downtime;
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}
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key->downtime = com_frameTime;
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}
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#if 0
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if (msec) {
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Com_Printf ("%i ", msec);
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}
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#endif
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val = (float)msec / frame_msec;
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if ( val < 0 ) {
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val = 0;
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}
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if ( val > 1 ) {
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val = 1;
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}
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return val;
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}
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#define AUTOMAP_KEY_FORWARD 1
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#define AUTOMAP_KEY_BACK 2
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#define AUTOMAP_KEY_YAWLEFT 3
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#define AUTOMAP_KEY_YAWRIGHT 4
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#define AUTOMAP_KEY_PITCHUP 5
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#define AUTOMAP_KEY_PITCHDOWN 6
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#define AUTOMAP_KEY_DEFAULTVIEW 7
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static autoMapInput_t g_clAutoMapInput;
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//intercept certain keys during automap mode
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static void CL_AutoMapKey(int autoMapKey, qboolean up)
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{
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autoMapInput_t *data = (autoMapInput_t *)cl.mSharedMemory;
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switch (autoMapKey)
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{
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case AUTOMAP_KEY_FORWARD:
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if (up)
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{
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g_clAutoMapInput.up = 0.0f;
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}
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else
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{
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g_clAutoMapInput.up = 16.0f;
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}
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break;
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case AUTOMAP_KEY_BACK:
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if (up)
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{
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g_clAutoMapInput.down = 0.0f;
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}
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else
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{
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g_clAutoMapInput.down = 16.0f;
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}
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break;
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case AUTOMAP_KEY_YAWLEFT:
|
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if (up)
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{
|
|
g_clAutoMapInput.yaw = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
g_clAutoMapInput.yaw = -4.0f;
|
|
}
|
|
break;
|
|
case AUTOMAP_KEY_YAWRIGHT:
|
|
if (up)
|
|
{
|
|
g_clAutoMapInput.yaw = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
g_clAutoMapInput.yaw = 4.0f;
|
|
}
|
|
break;
|
|
case AUTOMAP_KEY_PITCHUP:
|
|
if (up)
|
|
{
|
|
g_clAutoMapInput.pitch = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
g_clAutoMapInput.pitch = -4.0f;
|
|
}
|
|
break;
|
|
case AUTOMAP_KEY_PITCHDOWN:
|
|
if (up)
|
|
{
|
|
g_clAutoMapInput.pitch = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
g_clAutoMapInput.pitch = 4.0f;
|
|
}
|
|
break;
|
|
case AUTOMAP_KEY_DEFAULTVIEW:
|
|
memset(&g_clAutoMapInput, 0, sizeof(autoMapInput_t));
|
|
g_clAutoMapInput.goToDefaults = qtrue;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
memcpy(data, &g_clAutoMapInput, sizeof(autoMapInput_t));
|
|
|
|
if (cgvm)
|
|
{
|
|
VM_Call(cgvm, CG_AUTOMAP_INPUT, 0);
|
|
}
|
|
|
|
g_clAutoMapInput.goToDefaults = qfalse;
|
|
}
|
|
|
|
|
|
void IN_UpDown(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_PITCHUP, qfalse);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyDown(&in_up);
|
|
}
|
|
}
|
|
void IN_UpUp(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_PITCHUP, qtrue);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyUp(&in_up);
|
|
}
|
|
}
|
|
void IN_DownDown(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_PITCHDOWN, qfalse);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyDown(&in_down);
|
|
}
|
|
}
|
|
void IN_DownUp(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_PITCHDOWN, qtrue);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyUp(&in_down);
|
|
}
|
|
}
|
|
void IN_LeftDown(void) {IN_KeyDown(&in_left);}
|
|
void IN_LeftUp(void) {IN_KeyUp(&in_left);}
|
|
void IN_RightDown(void) {IN_KeyDown(&in_right);}
|
|
void IN_RightUp(void) {IN_KeyUp(&in_right);}
|
|
void IN_ForwardDown(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_FORWARD, qfalse);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyDown(&in_forward);
|
|
}
|
|
}
|
|
void IN_ForwardUp(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_FORWARD, qtrue);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyUp(&in_forward);
|
|
}
|
|
}
|
|
void IN_BackDown(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_BACK, qfalse);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyDown(&in_back);
|
|
}
|
|
}
|
|
void IN_BackUp(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_BACK, qtrue);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyUp(&in_back);
|
|
}
|
|
}
|
|
void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
|
|
void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
|
|
void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
|
|
void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
|
|
void IN_MoveleftDown(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_YAWLEFT, qfalse);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyDown(&in_moveleft);
|
|
}
|
|
}
|
|
void IN_MoveleftUp(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_YAWLEFT, qtrue);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyUp(&in_moveleft);
|
|
}
|
|
}
|
|
void IN_MoverightDown(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_YAWRIGHT, qfalse);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyDown(&in_moveright);
|
|
}
|
|
}
|
|
void IN_MoverightUp(void)
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_YAWRIGHT, qtrue);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyUp(&in_moveright);
|
|
}
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
// BTO - State for auto-level usage. This REALLY ought to be in cl[sc ].
|
|
// Honestly, I don't want to figure out which one, especially anticipating
|
|
// split-screen. All I want for Christmas is to not do split-screen.
|
|
static unsigned long sLastFireTime = 0;
|
|
#endif
|
|
|
|
void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
|
|
void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
|
|
void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
|
|
void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
|
|
|
|
void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
|
|
void IN_Button0Up(void)
|
|
{
|
|
IN_KeyUp(&in_buttons[0]);
|
|
#ifdef _XBOX // Auto-level. Thought this was nasty, but now I sort of like it.
|
|
sLastFireTime = Sys_Milliseconds();
|
|
#endif
|
|
}
|
|
void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
|
|
void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
|
|
void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
|
|
void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
|
|
void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
|
|
void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
|
|
void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
|
|
void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
|
|
void IN_Button5Down(void) //use key
|
|
{
|
|
if (g_clAutoMapMode)
|
|
{
|
|
CL_AutoMapKey(AUTOMAP_KEY_DEFAULTVIEW, qfalse);
|
|
}
|
|
else
|
|
{
|
|
IN_KeyDown(&in_buttons[5]);
|
|
}
|
|
}
|
|
void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
|
|
void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
|
|
void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
|
|
void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
|
|
void IN_Button7Up(void)
|
|
{
|
|
IN_KeyUp(&in_buttons[7]);
|
|
#ifdef _XBOX // Auto-level. Thought this was nasty, but now I sort of like it.
|
|
sLastFireTime = Sys_Milliseconds();
|
|
#endif
|
|
}
|
|
void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
|
|
void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
|
|
void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);}
|
|
void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);}
|
|
void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);}
|
|
void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);}
|
|
void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);}
|
|
void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);}
|
|
void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);}
|
|
void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);}
|
|
void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);}
|
|
void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);}
|
|
void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);}
|
|
void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);}
|
|
void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);}
|
|
void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);}
|
|
|
|
void IN_ButtonDown (void) {
|
|
IN_KeyDown(&in_buttons[1]);}
|
|
void IN_ButtonUp (void) {
|
|
IN_KeyUp(&in_buttons[1]);}
|
|
|
|
void IN_CenterView (void) {
|
|
cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
|
|
}
|
|
|
|
#ifdef _XBOX
|
|
void IN_VoiceToggleDown(void) { g_Voice.SetChannel( CHAN_ALL ); }
|
|
void IN_VoiceToggleUp(void) { g_Voice.SetChannel( CHAN_TEAM ); }
|
|
#endif
|
|
|
|
|
|
//==========================================================================
|
|
|
|
cvar_t *cl_upspeed;
|
|
cvar_t *cl_forwardspeed;
|
|
cvar_t *cl_sidespeed;
|
|
|
|
cvar_t *cl_yawspeed;
|
|
cvar_t *cl_pitchspeed;
|
|
|
|
cvar_t *cl_run;
|
|
|
|
cvar_t *cl_anglespeedkey;
|
|
|
|
|
|
/*
|
|
================
|
|
CL_AdjustAngles
|
|
|
|
Moves the local angle positions
|
|
================
|
|
*/
|
|
void CL_AdjustAngles( void ) {
|
|
float speed;
|
|
|
|
if ( in_speed.active ) {
|
|
speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
|
|
} else {
|
|
speed = 0.001 * cls.frametime;
|
|
}
|
|
|
|
if ( !in_strafe.active ) {
|
|
if ( cl_mYawOverride )
|
|
{
|
|
if ( cl_mSensitivityOverride )
|
|
{
|
|
cl.viewangles[YAW] -= cl_mYawOverride*cl_mSensitivityOverride*speed*cl_yawspeed->value*CL_KeyState (&in_right);
|
|
cl.viewangles[YAW] += cl_mYawOverride*cl_mSensitivityOverride*speed*cl_yawspeed->value*CL_KeyState (&in_left);
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[YAW] -= cl_mYawOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_yawspeed->value*CL_KeyState (&in_right);
|
|
cl.viewangles[YAW] += cl_mYawOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_yawspeed->value*CL_KeyState (&in_left);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
|
|
cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
|
|
}
|
|
}
|
|
|
|
if ( cl_mPitchOverride )
|
|
{
|
|
if ( cl_mSensitivityOverride )
|
|
{
|
|
cl.viewangles[PITCH] -= cl_mPitchOverride*cl_mSensitivityOverride*speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
|
|
cl.viewangles[PITCH] += cl_mPitchOverride*cl_mSensitivityOverride*speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[PITCH] -= cl_mPitchOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
|
|
cl.viewangles[PITCH] += cl_mPitchOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
|
|
cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_KeyMove
|
|
|
|
Sets the usercmd_t based on key states
|
|
================
|
|
*/
|
|
void CL_KeyMove( usercmd_t *cmd ) {
|
|
int movespeed;
|
|
int forward, side, up;
|
|
|
|
//
|
|
// adjust for speed key / running
|
|
// the walking flag is to keep animations consistant
|
|
// even during acceleration and develeration
|
|
//
|
|
if ( in_speed.active ^ cl_run->integer ) {
|
|
movespeed = 127;
|
|
cmd->buttons &= ~BUTTON_WALKING;
|
|
} else {
|
|
cmd->buttons |= BUTTON_WALKING;
|
|
movespeed = 46;
|
|
}
|
|
|
|
forward = 0;
|
|
side = 0;
|
|
up = 0;
|
|
if ( in_strafe.active ) {
|
|
side += movespeed * CL_KeyState (&in_right);
|
|
side -= movespeed * CL_KeyState (&in_left);
|
|
}
|
|
|
|
side += movespeed * CL_KeyState (&in_moveright);
|
|
side -= movespeed * CL_KeyState (&in_moveleft);
|
|
|
|
|
|
up += movespeed * CL_KeyState (&in_up);
|
|
up -= movespeed * CL_KeyState (&in_down);
|
|
|
|
forward += movespeed * CL_KeyState (&in_forward);
|
|
forward -= movespeed * CL_KeyState (&in_back);
|
|
|
|
cmd->forwardmove = ClampChar( forward );
|
|
cmd->rightmove = ClampChar( side );
|
|
cmd->upmove = ClampChar( up );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_MouseEvent
|
|
=================
|
|
*/
|
|
void CL_MouseEvent( int dx, int dy, int time ) {
|
|
if (g_clAutoMapMode && cgvm)
|
|
{ //automap input
|
|
autoMapInput_t *data = (autoMapInput_t *)cl.mSharedMemory;
|
|
|
|
g_clAutoMapInput.yaw = dx;
|
|
g_clAutoMapInput.pitch = dy;
|
|
memcpy(data, &g_clAutoMapInput, sizeof(autoMapInput_t));
|
|
VM_Call(cgvm, CG_AUTOMAP_INPUT, 1);
|
|
|
|
g_clAutoMapInput.yaw = 0.0f;
|
|
g_clAutoMapInput.pitch = 0.0f;
|
|
}
|
|
else if ( cls.keyCatchers & KEYCATCH_UI ) {
|
|
VM_Call( uivm, UI_MOUSE_EVENT, dx, dy );
|
|
} else if (cls.keyCatchers & KEYCATCH_CGAME) {
|
|
VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy);
|
|
} else {
|
|
cl.mouseDx[cl.mouseIndex] += dx;
|
|
cl.mouseDy[cl.mouseIndex] += dy;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_JoystickEvent
|
|
|
|
Joystick values stay set until changed
|
|
=================
|
|
*/
|
|
void CL_JoystickEvent( int axis, int value, int time ) {
|
|
if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
|
|
Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
|
|
}
|
|
cl.joystickAxis[axis] = value;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_JoystickMove
|
|
=================
|
|
*/
|
|
extern cvar_t *in_joystick;
|
|
void CL_JoystickMove( usercmd_t *cmd ) {
|
|
#ifndef _XBOX // We always have a joystick, won't bother adding another cvar
|
|
if ( !in_joystick->integer )
|
|
{
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
int movespeed;
|
|
float anglespeed;
|
|
|
|
if ( in_speed.active ^ cl_run->integer ) {
|
|
movespeed = 2;
|
|
} else {
|
|
movespeed = 1;
|
|
cmd->buttons |= BUTTON_WALKING;
|
|
}
|
|
|
|
if ( in_speed.active ) {
|
|
anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
|
|
} else {
|
|
anglespeed = 0.001 * cls.frametime;
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
if ( !in_strafe.active ) {
|
|
if ( cl_mYawOverride )
|
|
{
|
|
if ( cl_mSensitivityOverride )
|
|
{
|
|
cl.viewangles[YAW] += cl_mYawOverride * cl_mSensitivityOverride * cl.joystickAxis[AXIS_SIDE]/2.0f;
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[YAW] += cl_mYawOverride * OVERRIDE_MOUSE_SENSITIVITY * cl.joystickAxis[AXIS_SIDE]/2.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[YAW] += anglespeed * (cl_yawspeed->value / 100.0f) * cl.joystickAxis[AXIS_SIDE];
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] );
|
|
}
|
|
|
|
#ifndef _XBOX
|
|
if ( in_mlooking || cl_freelook->integer ) {
|
|
if ( cl_mPitchOverride )
|
|
{
|
|
if ( cl_mSensitivityOverride )
|
|
{
|
|
cl.viewangles[PITCH] += cl_mPitchOverride * cl_mSensitivityOverride * cl.joystickAxis[AXIS_FORWARD]/2.0f;
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[PITCH] += cl_mPitchOverride * OVERRIDE_MOUSE_SENSITIVITY * cl.joystickAxis[AXIS_FORWARD]/2.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[PITCH] += anglespeed * (cl_pitchspeed->value / 100.0f) * cl.joystickAxis[AXIS_FORWARD];
|
|
}
|
|
} else
|
|
#endif
|
|
{
|
|
cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] );
|
|
}
|
|
|
|
cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_MouseMove
|
|
=================
|
|
*/
|
|
#ifdef _XBOX
|
|
void CL_MouseClamp(int *x, int *y)
|
|
{
|
|
float ax = Q_fabs(*x);
|
|
float ay = Q_fabs(*y);
|
|
|
|
ax = (ax-10)*(3.0f/45.0f) * (ax-10) * (Q_fabs(*x) > 10);
|
|
ay = (ay-10)*(3.0f/45.0f) * (ay-10) * (Q_fabs(*y) > 10);
|
|
if (*x < 0)
|
|
*x = -ax;
|
|
else
|
|
*x = ax;
|
|
if (*y < 0)
|
|
*y = -ay;
|
|
else
|
|
*y = ay;
|
|
}
|
|
#endif
|
|
|
|
void CL_MouseMove( usercmd_t *cmd ) {
|
|
float mx, my;
|
|
float accelSensitivity;
|
|
float rate;
|
|
const float speed = static_cast<float>(frame_msec);
|
|
const float pitch = cl_bUseFighterPitch?m_pitchVeh->value:m_pitch->value;
|
|
|
|
#ifdef _XBOX
|
|
const float mouseSpeedX = 0.06f;
|
|
const float mouseSpeedY = 0.05f;
|
|
|
|
// allow mouse smoothing
|
|
if ( m_filter->integer ) {
|
|
mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5f * frame_msec * mouseSpeedX;
|
|
my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5f * frame_msec * mouseSpeedY;
|
|
} else {
|
|
int ax = cl.mouseDx[cl.mouseIndex];
|
|
int ay = cl.mouseDy[cl.mouseIndex];
|
|
CL_MouseClamp(&ax, &ay);
|
|
|
|
mx = ax * speed * mouseSpeedX;
|
|
my = ay * speed * mouseSpeedY;
|
|
}
|
|
|
|
extern int cg_crossHairStatus;
|
|
const float m_hoverSensitivity = 0.4f;
|
|
if (cg_crossHairStatus)
|
|
{
|
|
mx *= m_hoverSensitivity;
|
|
my *= m_hoverSensitivity;
|
|
}
|
|
#else
|
|
// allow mouse smoothing
|
|
if ( m_filter->integer ) {
|
|
mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
|
|
my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
|
|
} else {
|
|
mx = cl.mouseDx[cl.mouseIndex];
|
|
my = cl.mouseDy[cl.mouseIndex];
|
|
}
|
|
#endif
|
|
|
|
cl.mouseIndex ^= 1;
|
|
cl.mouseDx[cl.mouseIndex] = 0;
|
|
cl.mouseDy[cl.mouseIndex] = 0;
|
|
|
|
rate = SQRTFAST( mx * mx + my * my ) / speed;
|
|
if ( cl_mYawOverride || cl_mPitchOverride )
|
|
{//FIXME: different people have different speed mouses,
|
|
if ( cl_mSensitivityOverride )
|
|
{
|
|
//this will fuck things up for them, need to clamp
|
|
//max input?
|
|
accelSensitivity = cl_mSensitivityOverride;
|
|
}
|
|
else
|
|
{
|
|
accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
|
|
// scale by FOV
|
|
accelSensitivity *= cl.cgameSensitivity;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
|
|
// scale by FOV
|
|
accelSensitivity *= cl.cgameSensitivity;
|
|
}
|
|
|
|
if ( rate && cl_showMouseRate->integer ) {
|
|
Com_Printf( "%f : %f\n", rate, accelSensitivity );
|
|
}
|
|
|
|
mx *= accelSensitivity;
|
|
my *= accelSensitivity;
|
|
|
|
if (!mx && !my) {
|
|
#ifdef _XBOX
|
|
// If there was a movement but no change in angles then start auto-leveling the camera
|
|
float autolevelSpeed = 0.03f;
|
|
|
|
if (!cg_crossHairStatus && // Not looking at an enemy
|
|
cl.joystickAxis[AXIS_FORWARD] && // Moving forward/backward
|
|
cl.snap.ps.groundEntityNum != ENTITYNUM_NONE && // Not in the air
|
|
Cvar_VariableIntegerValue("cl_autolevel") && // Autolevel is turned on
|
|
!(in_buttons[0].active || in_buttons[7].active) && // Not firing a weapon
|
|
sLastFireTime < Sys_Milliseconds() - 1000) // Haven't fired recently
|
|
{
|
|
float normAngle = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
|
|
// The adjustment to normAngle below is meant to add or remove some multiple
|
|
// of 360, so that normAngle is within 180 of viewangles[PITCH]. It should
|
|
// be correct.
|
|
int diff = (int)(cl.viewangles[PITCH] - normAngle);
|
|
if (diff > 180)
|
|
normAngle += 360.0f * ((diff+180) / 360);
|
|
else if (diff < -180)
|
|
normAngle -= 360.0f * ((-diff+180) / 360);
|
|
|
|
if (Cvar_VariableIntegerValue("cg_thirdperson") == 1)
|
|
{
|
|
normAngle += 10;
|
|
autolevelSpeed *= 1.5f;
|
|
}
|
|
if (cl.viewangles[PITCH] > normAngle)
|
|
{
|
|
cl.viewangles[PITCH] -= autolevelSpeed * speed;
|
|
if (cl.viewangles[PITCH] < normAngle) cl.viewangles[PITCH] = normAngle;
|
|
}
|
|
else if (cl.viewangles[PITCH] < normAngle)
|
|
{
|
|
cl.viewangles[PITCH] += autolevelSpeed * speed;
|
|
if (cl.viewangles[PITCH] > normAngle) cl.viewangles[PITCH] = normAngle;
|
|
}
|
|
}
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
// add mouse X/Y movement to cmd
|
|
if ( in_strafe.active ) {
|
|
cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx );
|
|
} else {
|
|
if ( cl_mYawOverride )
|
|
{
|
|
cl.viewangles[YAW] -= cl_mYawOverride * mx;
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[YAW] -= m_yaw->value * mx;
|
|
}
|
|
}
|
|
|
|
if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) {
|
|
// VVFIXME - This is supposed to be a CVAR
|
|
#ifdef _XBOX
|
|
const float cl_pitchSensitivity = 0.5f;
|
|
#else
|
|
const float cl_pitchSensitivity = 1.0f;
|
|
#endif
|
|
if ( cl_mPitchOverride )
|
|
{
|
|
if ( pitch > 0 )
|
|
{
|
|
cl.viewangles[PITCH] += cl_mPitchOverride * my * cl_pitchSensitivity;
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[PITCH] -= cl_mPitchOverride * my * cl_pitchSensitivity;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cl.viewangles[PITCH] += pitch * my * cl_pitchSensitivity;
|
|
}
|
|
} else {
|
|
cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my );
|
|
}
|
|
}
|
|
|
|
qboolean CL_NoUseableForce(void)
|
|
{
|
|
if (!cgvm)
|
|
{ //ahh, no cgame loaded
|
|
return qfalse;
|
|
}
|
|
|
|
return (qboolean)VM_Call(cgvm, CG_GET_USEABLE_FORCE);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_CmdButtons
|
|
==============
|
|
*/
|
|
void CL_CmdButtons( usercmd_t *cmd ) {
|
|
int i;
|
|
|
|
//
|
|
// figure button bits
|
|
// send a button bit even if the key was pressed and released in
|
|
// less than a frame
|
|
//
|
|
for (i = 0 ; i < 15 ; i++) {
|
|
if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
|
|
cmd->buttons |= 1 << i;
|
|
}
|
|
in_buttons[i].wasPressed = qfalse;
|
|
}
|
|
|
|
if (cmd->buttons & BUTTON_FORCEPOWER)
|
|
{ //check for transferring a use force to a use inventory...
|
|
if ((cmd->buttons & BUTTON_USE) || CL_NoUseableForce())
|
|
{ //it's pushed, remap it!
|
|
cmd->buttons &= ~BUTTON_FORCEPOWER;
|
|
cmd->buttons |= BUTTON_USE_HOLDABLE;
|
|
}
|
|
}
|
|
|
|
if ( cls.keyCatchers ) {
|
|
cmd->buttons |= BUTTON_TALK;
|
|
}
|
|
|
|
// allow the game to know if any key at all is
|
|
// currently pressed, even if it isn't bound to anything
|
|
if ( kg.anykeydown && !cls.keyCatchers ) {
|
|
cmd->buttons |= BUTTON_ANY;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CL_FinishMove
|
|
==============
|
|
*/
|
|
vec3_t cl_sendAngles={0};
|
|
vec3_t cl_lastViewAngles={0};
|
|
void CL_FinishMove( usercmd_t *cmd ) {
|
|
int i;
|
|
|
|
// copy the state that the cgame is currently sending
|
|
cmd->weapon = cl.cgameUserCmdValue;
|
|
cmd->forcesel = cl.cgameForceSelection;
|
|
cmd->invensel = cl.cgameInvenSelection;
|
|
|
|
if (cl.gcmdSendValue)
|
|
{
|
|
cmd->generic_cmd = cl.gcmdValue;
|
|
//cl.gcmdSendValue = qfalse;
|
|
cl.gcmdSentValue = qtrue;
|
|
}
|
|
else
|
|
{
|
|
cmd->generic_cmd = 0;
|
|
}
|
|
|
|
// send the current server time so the amount of movement
|
|
// can be determined without allowing cheating
|
|
cmd->serverTime = cl.serverTime;
|
|
|
|
if (cl.cgameViewAngleForceTime > cl.serverTime)
|
|
{
|
|
cl.cgameViewAngleForce[YAW] -= SHORT2ANGLE(cl.snap.ps.delta_angles[YAW]);
|
|
|
|
cl.viewangles[YAW] = cl.cgameViewAngleForce[YAW];
|
|
cl.cgameViewAngleForceTime = 0;
|
|
}
|
|
|
|
if ( cl_crazyShipControls )
|
|
{
|
|
float pitchSubtract, pitchDelta, yawDelta;
|
|
|
|
yawDelta = AngleSubtract(cl.viewangles[YAW],cl_lastViewAngles[YAW]);
|
|
//yawDelta *= (4.0f*pVeh->m_fTimeModifier);
|
|
cl_sendAngles[ROLL] -= yawDelta;
|
|
|
|
float nRoll = fabs(cl_sendAngles[ROLL]);
|
|
|
|
pitchDelta = AngleSubtract(cl.viewangles[PITCH],cl_lastViewAngles[PITCH]);
|
|
//pitchDelta *= (2.0f*pVeh->m_fTimeModifier);
|
|
pitchSubtract = pitchDelta * (nRoll/90.0f);
|
|
cl_sendAngles[PITCH] += pitchDelta-pitchSubtract;
|
|
|
|
//yaw-roll calc should be different
|
|
if (nRoll > 90.0f)
|
|
{
|
|
nRoll -= 180.0f;
|
|
}
|
|
if (nRoll < 0.0f)
|
|
{
|
|
nRoll = -nRoll;
|
|
}
|
|
pitchSubtract = pitchDelta * (nRoll/90.0f);
|
|
if ( cl_sendAngles[ROLL] > 0.0f )
|
|
{
|
|
cl_sendAngles[YAW] += pitchSubtract;
|
|
}
|
|
else
|
|
{
|
|
cl_sendAngles[YAW] -= pitchSubtract;
|
|
}
|
|
|
|
cl_sendAngles[PITCH] = AngleNormalize180( cl_sendAngles[PITCH] );
|
|
cl_sendAngles[YAW] = AngleNormalize360( cl_sendAngles[YAW] );
|
|
cl_sendAngles[ROLL] = AngleNormalize180( cl_sendAngles[ROLL] );
|
|
|
|
for (i=0 ; i<3 ; i++) {
|
|
cmd->angles[i] = ANGLE2SHORT(cl_sendAngles[i]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (i=0 ; i<3 ; i++) {
|
|
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
|
|
}
|
|
//in case we switch to the cl_crazyShipControls
|
|
VectorCopy( cl.viewangles, cl_sendAngles );
|
|
}
|
|
//always needed in for the cl_crazyShipControls
|
|
VectorCopy( cl.viewangles, cl_lastViewAngles );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_CreateCmd
|
|
=================
|
|
*/
|
|
usercmd_t CL_CreateCmd( void ) {
|
|
usercmd_t cmd;
|
|
vec3_t oldAngles;
|
|
|
|
VectorCopy( cl.viewangles, oldAngles );
|
|
|
|
// keyboard angle adjustment
|
|
CL_AdjustAngles ();
|
|
|
|
Com_Memset( &cmd, 0, sizeof( cmd ) );
|
|
|
|
CL_CmdButtons( &cmd );
|
|
|
|
// get basic movement from keyboard
|
|
CL_KeyMove( &cmd );
|
|
|
|
// get basic movement from mouse
|
|
CL_MouseMove( &cmd );
|
|
|
|
// get basic movement from joystick
|
|
CL_JoystickMove( &cmd );
|
|
|
|
// check to make sure the angles haven't wrapped
|
|
if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
|
|
cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
|
|
} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
|
|
cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
|
|
}
|
|
|
|
// store out the final values
|
|
CL_FinishMove( &cmd );
|
|
|
|
// draw debug graphs of turning for mouse testing
|
|
if ( cl_debugMove->integer ) {
|
|
if ( cl_debugMove->integer == 1 ) {
|
|
SCR_DebugGraph( abs((long)(cl.viewangles[YAW] - oldAngles[YAW])), 0 );
|
|
}
|
|
if ( cl_debugMove->integer == 2 ) {
|
|
SCR_DebugGraph( abs((long)(cl.viewangles[PITCH] - oldAngles[PITCH])), 0 );
|
|
}
|
|
}
|
|
|
|
return cmd;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_CreateNewCommands
|
|
|
|
Create a new usercmd_t structure for this frame
|
|
=================
|
|
*/
|
|
void CL_CreateNewCommands( void ) {
|
|
usercmd_t *cmd;
|
|
int cmdNum;
|
|
|
|
// no need to create usercmds until we have a gamestate
|
|
if ( cls.state < CA_PRIMED ) {
|
|
return;
|
|
}
|
|
|
|
frame_msec = com_frameTime - old_com_frameTime;
|
|
|
|
// if running less than 5fps, truncate the extra time to prevent
|
|
// unexpected moves after a hitch
|
|
if ( frame_msec > 200 ) {
|
|
frame_msec = 200;
|
|
}
|
|
old_com_frameTime = com_frameTime;
|
|
|
|
|
|
// generate a command for this frame
|
|
cl.cmdNumber++;
|
|
cmdNum = cl.cmdNumber & CMD_MASK;
|
|
cl.cmds[cmdNum] = CL_CreateCmd ();
|
|
cmd = &cl.cmds[cmdNum];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_ReadyToSendPacket
|
|
|
|
Returns qfalse if we are over the maxpackets limit
|
|
and should choke back the bandwidth a bit by not sending
|
|
a packet this frame. All the commands will still get
|
|
delivered in the next packet, but saving a header and
|
|
getting more delta compression will reduce total bandwidth.
|
|
=================
|
|
*/
|
|
qboolean CL_ReadyToSendPacket( void ) {
|
|
int oldPacketNum;
|
|
int delta;
|
|
|
|
// don't send anything if playing back a demo
|
|
#ifdef _XBOX // No demos on Xbox
|
|
if ( cls.state == CA_CINEMATIC ) {
|
|
#else
|
|
if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
|
|
#endif
|
|
return qfalse;
|
|
}
|
|
|
|
// If we are downloading, we send no less than 50ms between packets
|
|
#ifndef _XBOX // No downloads on Xbox
|
|
if ( *clc.downloadTempName &&
|
|
cls.realtime - clc.lastPacketSentTime < 50 ) {
|
|
return qfalse;
|
|
}
|
|
#endif
|
|
|
|
// if we don't have a valid gamestate yet, only send
|
|
// one packet a second
|
|
if ( cls.state != CA_ACTIVE &&
|
|
cls.state != CA_PRIMED &&
|
|
#ifndef _XBOX // No downloads on Xbox
|
|
!*clc.downloadTempName &&
|
|
#endif
|
|
cls.realtime - clc.lastPacketSentTime < 1000 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// send every frame for loopbacks
|
|
if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) {
|
|
return qtrue;
|
|
}
|
|
|
|
// send every frame for LAN
|
|
if ( Sys_IsLANAddress( clc.netchan.remoteAddress ) ) {
|
|
return qtrue;
|
|
}
|
|
|
|
// check for exceeding cl_maxpackets
|
|
if ( cl_maxpackets->integer < 15 ) {
|
|
Cvar_Set( "cl_maxpackets", "15" );
|
|
} else if ( cl_maxpackets->integer > 100 ) {
|
|
Cvar_Set( "cl_maxpackets", "100" );
|
|
}
|
|
oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK;
|
|
delta = cls.realtime - cl.outPackets[ oldPacketNum ].p_realtime;
|
|
if ( delta < 1000 / cl_maxpackets->integer ) {
|
|
// the accumulated commands will go out in the next packet
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CL_WritePacket
|
|
|
|
Create and send the command packet to the server
|
|
Including both the reliable commands and the usercmds
|
|
|
|
During normal gameplay, a client packet will contain something like:
|
|
|
|
4 sequence number
|
|
2 qport
|
|
4 serverid
|
|
4 acknowledged sequence number
|
|
4 clc.serverCommandSequence
|
|
<optional reliable commands>
|
|
1 clc_move or clc_moveNoDelta
|
|
1 command count
|
|
<count * usercmds>
|
|
|
|
===================
|
|
*/
|
|
void CL_WritePacket( void ) {
|
|
msg_t buf;
|
|
byte data[MAX_MSGLEN];
|
|
int i, j;
|
|
usercmd_t *cmd, *oldcmd;
|
|
usercmd_t nullcmd;
|
|
int packetNum;
|
|
int oldPacketNum;
|
|
int count, key;
|
|
|
|
// don't send anything if playing back a demo
|
|
#ifdef _XBOX // No demos on Xbox
|
|
if ( cls.state == CA_CINEMATIC ) {
|
|
#else
|
|
if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
|
|
oldcmd = &nullcmd;
|
|
|
|
MSG_Init( &buf, data, sizeof(data) );
|
|
|
|
MSG_Bitstream( &buf );
|
|
// write the current serverId so the server
|
|
// can tell if this is from the current gameState
|
|
MSG_WriteLong( &buf, cl.serverId );
|
|
|
|
// write the last message we received, which can
|
|
// be used for delta compression, and is also used
|
|
// to tell if we dropped a gamestate
|
|
MSG_WriteLong( &buf, clc.serverMessageSequence );
|
|
|
|
// write the last reliable message we received
|
|
MSG_WriteLong( &buf, clc.serverCommandSequence );
|
|
|
|
// write any unacknowledged clientCommands
|
|
for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
|
|
MSG_WriteByte( &buf, clc_clientCommand );
|
|
MSG_WriteLong( &buf, i );
|
|
MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
|
|
}
|
|
|
|
// we want to send all the usercmds that were generated in the last
|
|
// few packet, so even if a couple packets are dropped in a row,
|
|
// all the cmds will make it to the server
|
|
if ( cl_packetdup->integer < 0 ) {
|
|
Cvar_Set( "cl_packetdup", "0" );
|
|
} else if ( cl_packetdup->integer > 5 ) {
|
|
Cvar_Set( "cl_packetdup", "5" );
|
|
}
|
|
oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
|
|
count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
|
|
if ( count > MAX_PACKET_USERCMDS ) {
|
|
count = MAX_PACKET_USERCMDS;
|
|
Com_Printf("MAX_PACKET_USERCMDS\n");
|
|
}
|
|
if ( count >= 1 ) {
|
|
if ( cl_showSend->integer ) {
|
|
Com_Printf( "(%i)", count );
|
|
}
|
|
|
|
// begin a client move command
|
|
if ( cl_nodelta->integer || !cl.snap.valid
|
|
#ifndef _XBOX // No demos on Xbox
|
|
|| clc.demowaiting
|
|
#endif
|
|
|| clc.serverMessageSequence != cl.snap.messageNum ) {
|
|
MSG_WriteByte (&buf, clc_moveNoDelta);
|
|
} else {
|
|
MSG_WriteByte (&buf, clc_move);
|
|
}
|
|
|
|
// write the command count
|
|
MSG_WriteByte( &buf, count );
|
|
|
|
// use the checksum feed in the key
|
|
key = clc.checksumFeed;
|
|
// also use the message acknowledge
|
|
key ^= clc.serverMessageSequence;
|
|
// also use the last acknowledged server command in the key
|
|
key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);
|
|
|
|
// write all the commands, including the predicted command
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
|
|
cmd = &cl.cmds[j];
|
|
MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
}
|
|
|
|
if (cl.gcmdSentValue)
|
|
{ //hmm, just clear here, I guess.. hoping it will resolve issues with gencmd values sometimes not going through.
|
|
cl.gcmdSendValue = qfalse;
|
|
cl.gcmdSentValue = qfalse;
|
|
cl.gcmdValue = 0;
|
|
}
|
|
}
|
|
|
|
//
|
|
// deliver the message
|
|
//
|
|
packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
|
|
cl.outPackets[ packetNum ].p_realtime = cls.realtime;
|
|
cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
|
|
cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
|
|
clc.lastPacketSentTime = cls.realtime;
|
|
|
|
if ( cl_showSend->integer ) {
|
|
Com_Printf( "%i ", buf.cursize );
|
|
}
|
|
|
|
CL_Netchan_Transmit (&clc.netchan, &buf);
|
|
|
|
// clients never really should have messages large enough
|
|
// to fragment, but in case they do, fire them all off
|
|
// at once
|
|
while ( clc.netchan.unsentFragments ) {
|
|
CL_Netchan_TransmitNextFragment( &clc.netchan );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_SendCmd
|
|
|
|
Called every frame to builds and sends a command packet to the server.
|
|
=================
|
|
*/
|
|
void CL_SendCmd( void ) {
|
|
// don't send any message if not connected
|
|
if ( cls.state < CA_CONNECTED ) {
|
|
return;
|
|
}
|
|
|
|
// don't send commands if paused
|
|
if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) {
|
|
return;
|
|
}
|
|
|
|
// we create commands even if a demo is playing,
|
|
CL_CreateNewCommands();
|
|
|
|
// don't send a packet if the last packet was sent too recently
|
|
if ( !CL_ReadyToSendPacket() ) {
|
|
if ( cl_showSend->integer ) {
|
|
Com_Printf( ". " );
|
|
}
|
|
return;
|
|
}
|
|
|
|
CL_WritePacket();
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
CL_InitInput
|
|
============
|
|
*/
|
|
void CL_InitInput( void ) {
|
|
Cmd_AddCommand ("centerview",IN_CenterView);
|
|
|
|
//Cmd_AddCommand ("+taunt", IN_Button3Down);//gesture
|
|
//Cmd_AddCommand ("-taunt", IN_Button3Up);
|
|
Cmd_AddCommand ("+moveup",IN_UpDown);
|
|
Cmd_AddCommand ("-moveup",IN_UpUp);
|
|
Cmd_AddCommand ("+movedown",IN_DownDown);
|
|
Cmd_AddCommand ("-movedown",IN_DownUp);
|
|
Cmd_AddCommand ("+left",IN_LeftDown);
|
|
Cmd_AddCommand ("-left",IN_LeftUp);
|
|
Cmd_AddCommand ("+right",IN_RightDown);
|
|
Cmd_AddCommand ("-right",IN_RightUp);
|
|
Cmd_AddCommand ("+forward",IN_ForwardDown);
|
|
Cmd_AddCommand ("-forward",IN_ForwardUp);
|
|
Cmd_AddCommand ("+back",IN_BackDown);
|
|
Cmd_AddCommand ("-back",IN_BackUp);
|
|
Cmd_AddCommand ("+lookup", IN_LookupDown);
|
|
Cmd_AddCommand ("-lookup", IN_LookupUp);
|
|
Cmd_AddCommand ("+lookdown", IN_LookdownDown);
|
|
Cmd_AddCommand ("-lookdown", IN_LookdownUp);
|
|
Cmd_AddCommand ("+strafe", IN_StrafeDown);
|
|
Cmd_AddCommand ("-strafe", IN_StrafeUp);
|
|
Cmd_AddCommand ("+moveleft", IN_MoveleftDown);
|
|
Cmd_AddCommand ("-moveleft", IN_MoveleftUp);
|
|
Cmd_AddCommand ("+moveright", IN_MoverightDown);
|
|
Cmd_AddCommand ("-moveright", IN_MoverightUp);
|
|
Cmd_AddCommand ("+speed", IN_SpeedDown);
|
|
Cmd_AddCommand ("-speed", IN_SpeedUp);
|
|
Cmd_AddCommand ("+attack", IN_Button0Down);
|
|
Cmd_AddCommand ("-attack", IN_Button0Up);
|
|
//Cmd_AddCommand ("+force_jump", IN_Button1Down);//force jump
|
|
//Cmd_AddCommand ("-force_jump", IN_Button1Up);
|
|
Cmd_AddCommand ("+use", IN_Button5Down);
|
|
Cmd_AddCommand ("-use", IN_Button5Up);
|
|
Cmd_AddCommand ("+force_grip", IN_Button6Down);//force grip
|
|
Cmd_AddCommand ("-force_grip", IN_Button6Up);
|
|
Cmd_AddCommand ("+altattack", IN_Button7Down);//altattack
|
|
Cmd_AddCommand ("-altattack", IN_Button7Up);
|
|
Cmd_AddCommand ("+useforce", IN_Button9Down);//active force power
|
|
Cmd_AddCommand ("-useforce", IN_Button9Up);
|
|
Cmd_AddCommand ("+force_lightning", IN_Button10Down);//active force power
|
|
Cmd_AddCommand ("-force_lightning", IN_Button10Up);
|
|
Cmd_AddCommand ("+force_drain", IN_Button11Down);//active force power
|
|
Cmd_AddCommand ("-force_drain", IN_Button11Up);
|
|
//buttons
|
|
Cmd_AddCommand ("+button0", IN_Button0Down);//attack
|
|
Cmd_AddCommand ("-button0", IN_Button0Up);
|
|
Cmd_AddCommand ("+button1", IN_Button1Down);//force jump
|
|
Cmd_AddCommand ("-button1", IN_Button1Up);
|
|
Cmd_AddCommand ("+button2", IN_Button2Down);//use holdable (not used - change to use jedi power?)
|
|
Cmd_AddCommand ("-button2", IN_Button2Up);
|
|
Cmd_AddCommand ("+button3", IN_Button3Down);//gesture
|
|
Cmd_AddCommand ("-button3", IN_Button3Up);
|
|
Cmd_AddCommand ("+button4", IN_Button4Down);//walking
|
|
Cmd_AddCommand ("-button4", IN_Button4Up);
|
|
Cmd_AddCommand ("+button5", IN_Button5Down);//use object
|
|
Cmd_AddCommand ("-button5", IN_Button5Up);
|
|
Cmd_AddCommand ("+button6", IN_Button6Down);//force grip
|
|
Cmd_AddCommand ("-button6", IN_Button6Up);
|
|
Cmd_AddCommand ("+button7", IN_Button7Down);//altattack
|
|
Cmd_AddCommand ("-button7", IN_Button7Up);
|
|
Cmd_AddCommand ("+button8", IN_Button8Down);
|
|
Cmd_AddCommand ("-button8", IN_Button8Up);
|
|
Cmd_AddCommand ("+button9", IN_Button9Down);//active force power
|
|
Cmd_AddCommand ("-button9", IN_Button9Up);
|
|
Cmd_AddCommand ("+button10", IN_Button10Down);//force lightning
|
|
Cmd_AddCommand ("-button10", IN_Button10Up);
|
|
Cmd_AddCommand ("+button11", IN_Button11Down);//force drain
|
|
Cmd_AddCommand ("-button11", IN_Button11Up);
|
|
Cmd_AddCommand ("+button12", IN_Button12Down);
|
|
Cmd_AddCommand ("-button12", IN_Button12Up);
|
|
Cmd_AddCommand ("+button13", IN_Button13Down);
|
|
Cmd_AddCommand ("-button13", IN_Button13Up);
|
|
Cmd_AddCommand ("+button14", IN_Button14Down);
|
|
Cmd_AddCommand ("-button14", IN_Button14Up);
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown);
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp);
|
|
|
|
Cmd_AddCommand ("sv_saberswitch", IN_GenCMD1);
|
|
Cmd_AddCommand ("engage_duel", IN_GenCMD2);
|
|
Cmd_AddCommand ("force_heal", IN_GenCMD3);
|
|
Cmd_AddCommand ("force_speed", IN_GenCMD4);
|
|
Cmd_AddCommand ("force_pull", IN_GenCMD5);
|
|
Cmd_AddCommand ("force_distract", IN_GenCMD6);
|
|
Cmd_AddCommand ("force_rage", IN_GenCMD7);
|
|
Cmd_AddCommand ("force_protect", IN_GenCMD8);
|
|
Cmd_AddCommand ("force_absorb", IN_GenCMD9);
|
|
Cmd_AddCommand ("force_healother", IN_GenCMD10);
|
|
Cmd_AddCommand ("force_forcepowerother", IN_GenCMD11);
|
|
Cmd_AddCommand ("force_seeing", IN_GenCMD12);
|
|
Cmd_AddCommand ("use_seeker", IN_GenCMD13);
|
|
Cmd_AddCommand ("use_field", IN_GenCMD14);
|
|
Cmd_AddCommand ("use_bacta", IN_GenCMD15);
|
|
Cmd_AddCommand ("use_electrobinoculars", IN_GenCMD16);
|
|
Cmd_AddCommand ("zoom", IN_GenCMD17);
|
|
Cmd_AddCommand ("use_sentry", IN_GenCMD18);
|
|
Cmd_AddCommand ("use_jetpack", IN_GenCMD21);
|
|
Cmd_AddCommand ("use_bactabig", IN_GenCMD22);
|
|
Cmd_AddCommand ("use_healthdisp", IN_GenCMD23);
|
|
Cmd_AddCommand ("use_ammodisp", IN_GenCMD24);
|
|
Cmd_AddCommand ("use_eweb", IN_GenCMD25);
|
|
Cmd_AddCommand ("use_cloak", IN_GenCMD26);
|
|
Cmd_AddCommand ("taunt", IN_GenCMD27);
|
|
Cmd_AddCommand ("bow", IN_GenCMD28);
|
|
Cmd_AddCommand ("meditate", IN_GenCMD29);
|
|
Cmd_AddCommand ("flourish", IN_GenCMD30);
|
|
Cmd_AddCommand ("gloat", IN_GenCMD31);
|
|
Cmd_AddCommand ("saberAttackCycle", IN_GenCMD19);
|
|
Cmd_AddCommand ("force_throw", IN_GenCMD20);
|
|
#ifdef _XBOX
|
|
Cmd_AddCommand ("+hotswap1", IN_HotSwap1On);
|
|
Cmd_AddCommand ("+hotswap2", IN_HotSwap2On);
|
|
Cmd_AddCommand ("-hotswap1", IN_HotSwap1Off);
|
|
Cmd_AddCommand ("-hotswap2", IN_HotSwap2Off);
|
|
|
|
Cmd_AddCommand ("+voicetoggle", IN_VoiceToggleDown);
|
|
Cmd_AddCommand ("-voicetoggle", IN_VoiceToggleUp);
|
|
#endif
|
|
Cmd_AddCommand ("useGivenForce", IN_UseGivenForce);
|
|
|
|
|
|
Cmd_AddCommand("automap_button", IN_AutoMapButton);
|
|
Cmd_AddCommand("automap_toggle", IN_AutoMapToggle);
|
|
Cmd_AddCommand("voicechat", IN_VoiceChatButton);
|
|
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
|
|
cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
|
|
}
|