mirror of
https://github.com/nzp-team/dquakeplus.git
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725 lines
17 KiB
C
725 lines
17 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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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/*
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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_klook;//Heffo - mlook cvar
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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_use, in_jump, in_attack, in_grenade, in_reload, in_switch, in_knife, in_aim;
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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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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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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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qboolean croshhairmoving = false;
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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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} Heffo - mlook cvar*/
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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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#ifdef __PSP__
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Cbuf_AddText("impulse 24\n");
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#endif // __PSP__
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}
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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_use);}
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void IN_UseUp (void) {KeyUp(&in_use);}
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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_GrenadeDown (void) {KeyDown(&in_grenade);}
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void IN_GrenadeUp (void) {KeyUp(&in_grenade);}
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void IN_SwitchDown (void) {KeyDown(&in_switch);}
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void IN_SwitchUp (void) {KeyUp(&in_switch);}
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void IN_ReloadDown (void) {KeyDown(&in_reload);}
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void IN_ReloadUp (void) {KeyUp(&in_reload);}
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void IN_KnifeDown (void) {KeyDown(&in_knife);}
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void IN_KnifeUp (void) {KeyUp(&in_knife);}
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void IN_AimDown (void) {KeyDown(&in_aim);}
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void IN_AimUp (void) {KeyUp(&in_aim);}
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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"};
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float cl_forwardspeed;
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float cl_backspeed;
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float cl_sidespeed;
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cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"};
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cvar_t cl_yawspeed = {"cl_yawspeed","140"};
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cvar_t cl_pitchspeed = {"cl_pitchspeed","150"};
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cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"};
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cvar_t in_mlook = {"in_mlook", "1", true}; //Heffo - mlook cvar
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cvar_t in_aimassist = {"in_aimassist", "1", true};
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//Shpuld - Porting over lower sens for lower fov
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extern cvar_t scr_fov;
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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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extern int original_fov, final_fov;
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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)
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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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//shpuld begin
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speed = speed * scr_fov.value/90;
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//speed = speed*final_fov/original_fov;
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//shpuld end
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// ==== Aim Assist + ====
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// cut look speed in half when facing enemy, unless
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// mag is empty
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if ((in_aimassist.value) && (sv_player->v.facingenemy == 1) && cl.stats[STAT_CURRENTMAG] > 0) {
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speed *= 0.5;
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}
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// additionally, slice look speed when ADS/scopes
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if (cl.stats[STAT_ZOOM] == 1)
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speed *= 0.5;
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else if (cl.stats[STAT_ZOOM] == 2)
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speed *= 0.25;
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if (!(in_strafe.state & 1))
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{
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#ifdef __PSP__
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cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right) * in_sensitivity.value;
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cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left) * in_sensitivity.value;
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#else
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cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right) * sensitivity.value;
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cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left) * sensitivity.value;
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#endif // __PSP__
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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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#ifdef __PSP__
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up = CL_KeyState (&in_lookup) * in_sensitivity.value;
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down = CL_KeyState(&in_lookdown) * in_sensitivity.value;
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#else
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up = CL_KeyState (&in_lookup) * sensitivity.value;
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down = CL_KeyState(&in_lookdown) * sensitivity.value;
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#endif // __PSP__
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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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if (cl.viewangles[PITCH] > 80)
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cl.viewangles[PITCH] = 80;
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if (cl.viewangles[PITCH] < -70)
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cl.viewangles[PITCH] = -70;
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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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extern cvar_t waypoint_mode;
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qboolean in_game;
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float crosshair_opacity;
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void CL_BaseMove (usercmd_t *cmd)
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{
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if (cls.signon != SIGNONS)//BLUBS CHANGED HERE
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return;
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in_game = true;
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CL_AdjustAngles ();
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Q_memset (cmd, 0, sizeof(*cmd));
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// cypress - we handle movespeed in QC now.
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cl_backspeed = cl_forwardspeed = cl_sidespeed = sv_player->v.maxspeed;
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// Throttle side and back speeds
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cl_sidespeed *= 0.8;
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cl_backspeed *= 0.7;
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if (waypoint_mode.value)
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cl_backspeed = cl_forwardspeed = cl_sidespeed *= 1.5;
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if (in_strafe.state & 1)
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{
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cmd->sidemove += cl_sidespeed * CL_KeyState (&in_right);
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cmd->sidemove -= cl_sidespeed * CL_KeyState (&in_left);
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}
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// crosshair stuff
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croshhairmoving = true;
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crosshair_opacity -= 8;
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if (crosshair_opacity <= 128)
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crosshair_opacity = 128;
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cmd->sidemove += cl_sidespeed * CL_KeyState (&in_moveright);
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cmd->sidemove -= cl_sidespeed * 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 * CL_KeyState (&in_forward);
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cmd->forwardmove -= cl_backspeed * 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)
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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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// reset crosshair
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if (!CL_KeyState (&in_moveright) && !CL_KeyState (&in_moveleft) && !CL_KeyState (&in_forward) && !CL_KeyState (&in_back)) {
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croshhairmoving = false;
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crosshair_opacity += 22;
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if (crosshair_opacity >= 255)
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crosshair_opacity = 255;
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}
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}
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int infront(edict_t *ent1, edict_t *ent2)
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{
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vec3_t vec;
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float dot;
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VectorSubtract(ent2->v.origin,ent1->v.origin,vec);
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VectorNormalize(vec);
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vec3_t temp_angle,temp_forward,temp_right,temp_up;
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VectorCopy(cl.viewangles,temp_angle);
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AngleVectors(temp_angle,temp_forward,temp_right,temp_up);
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dot = DotProduct(vec,temp_forward);
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if(dot > 0.98)
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{
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return 1;
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}
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return 0;
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}
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int EN_Find(int num,char *string)
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{
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edict_t *ed;
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int e;
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e = num;
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for(e++; e < sv.num_edicts; e++)
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{
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ed = EDICT_NUM(e);
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if(ed->free)
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continue;
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if(!strcmp(pr_strings + ed->v.classname,string))
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{
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return e;
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}
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}
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return 0;
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}
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void CL_Aim_Snap(void)
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{
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edict_t *z,*bz,*player;
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int znum;
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trace_t trace;
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float bestDist = 10000;
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vec3_t distVec, zOrg, pOrg;
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//32 is v_ofs num
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bz = sv.edicts;
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int vofs = 32;//32 is actual v_ofs num
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int aimOfs = -10;//30 is top of bbox, 20 is our goal, so -10
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//Zombie body bbox vert max = 30
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//20 is the offset of the height of the zombie that we're aiming at, 20 above the origin
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//Crawler body bbox vert max = -15
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//Equation = origin + bbox vertical offset - 20
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player = EDICT_NUM(cl.viewentity);
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VectorCopy(player->v.origin,pOrg);
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pOrg[2] += vofs;
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if (cl.perks & 64)
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znum = EN_Find(0,"ai_zombie_head");
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else
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znum = EN_Find(0,"ai_zombie");
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z = EDICT_NUM(znum);
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VectorCopy(z->v.origin,zOrg);
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zOrg[2] += z->v.maxs[2];//Setting to top of zomb ent
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zOrg[2] += aimOfs;
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while(znum != 0)
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{
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if((z->v.health > 0) && infront(player,z))
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{
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VectorCopy(z->v.origin,zOrg);
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zOrg[2] += aimOfs;
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VectorSubtract(pOrg,zOrg,distVec);
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if(VectorLength(distVec) < bestDist)
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{
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trace = SV_Move (pOrg, vec3_origin, vec3_origin,zOrg, 1, player);
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if (trace.fraction >= 1)
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{
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bestDist = VectorLength(distVec);
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bz = z;
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}
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}
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}
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if (cl.perks & 64)
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znum = EN_Find(znum,"ai_zombie_head");
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else
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znum = EN_Find(znum,"ai_zombie");
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z = EDICT_NUM(znum);
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|
}
|
|
|
|
if(bz != sv.edicts)
|
|
{
|
|
VectorCopy(bz->v.origin,zOrg);
|
|
zOrg[2] += bz->v.maxs[2];//Setting to top of bbox
|
|
zOrg[2] += aimOfs;
|
|
VectorSubtract(zOrg,pOrg,distVec);
|
|
VectorNormalize(distVec);
|
|
vectoangles(distVec,distVec);
|
|
distVec[0] += (distVec[0] > 180)? -360 : 0;//Need to bound pitch around 0, from -180, to + 180
|
|
distVec[0] *= -1;//inverting pitch
|
|
|
|
if(distVec[0] < -70 || distVec[0] > 80)
|
|
return;
|
|
|
|
VectorCopy(distVec,cl.viewangles);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CL_SendMove
|
|
==============
|
|
*/
|
|
int zoom_snap;
|
|
float angledelta(float a);
|
|
float deltaPitch,deltaYaw;
|
|
void CL_SendMove (usercmd_t *cmd)
|
|
{
|
|
int i;
|
|
long int bits;
|
|
sizebuf_t buf;
|
|
byte data[128];
|
|
vec3_t tempv;
|
|
buf.maxsize = 128;
|
|
buf.cursize = 0;
|
|
buf.data = data;
|
|
|
|
cl.cmd = *cmd;
|
|
|
|
//==== Aim Assist Code ====
|
|
if((cl.stats[STAT_ZOOM]==1 || cl.stats[STAT_ZOOM]==2) && ((in_aimassist.value) || (cl.perks & 64)))
|
|
{
|
|
if(!zoom_snap)
|
|
{
|
|
|
|
CL_Aim_Snap();
|
|
zoom_snap = 1;
|
|
}
|
|
}
|
|
else
|
|
zoom_snap = 0;
|
|
|
|
//==== Sniper Scope Swaying ====
|
|
if(cl.stats[STAT_ZOOM] == 2 && !(cl.perks & 64))
|
|
{
|
|
vec3_t vang;
|
|
|
|
VectorCopy(cl.viewangles,vang);
|
|
|
|
vang[0] -= deltaPitch;
|
|
vang[1] -= deltaYaw;
|
|
|
|
#ifdef PSP_VFPU
|
|
deltaPitch =(vfpu_cosf(cl.time/0.7) + vfpu_cosf(cl.time) + vfpu_sinf(cl.time/1.1)) * 0.5;
|
|
deltaYaw = (vfpu_sinf(cl.time/0.4) + vfpu_cosf(cl.time/0.56) + vfpu_sinf(cl.time)) * 0.5;
|
|
#else
|
|
deltaPitch =(cos(cl.time/0.7) + cos(cl.time) + sin(cl.time/1.1)) * 0.5;
|
|
deltaYaw = (sin(cl.time/0.4) + cos(cl.time/0.56) + sin(cl.time)) * 0.5;
|
|
#endif
|
|
|
|
vang[0] += deltaPitch;
|
|
vang[1] += deltaYaw;
|
|
vang[0] = angledelta(vang[0]);
|
|
vang[1] = angledelta(vang[1]);
|
|
|
|
VectorCopy(vang,cl.viewangles);
|
|
//return 0;
|
|
}
|
|
|
|
//
|
|
// send the movement message
|
|
//
|
|
MSG_WriteByte (&buf, clc_move);
|
|
|
|
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
|
|
|
|
VectorAdd(cl.gun_kick, cl.viewangles, tempv);
|
|
for (i=0 ; i<3 ; i++)
|
|
MSG_WriteFloat (&buf, tempv[i]);
|
|
|
|
MSG_WriteShort (&buf, cmd->forwardmove);
|
|
MSG_WriteShort (&buf, cmd->sidemove);
|
|
MSG_WriteShort (&buf, cmd->upmove);
|
|
|
|
//
|
|
// send button bits
|
|
//
|
|
bits = 0;
|
|
|
|
if (in_attack.state & 3 )
|
|
bits |= 1;
|
|
in_attack.state &= ~2;
|
|
|
|
if (in_jump.state & 3)
|
|
bits |= 2;
|
|
in_jump.state &= ~2;
|
|
|
|
if (in_grenade.state & 3)
|
|
bits |= 8;
|
|
in_grenade.state &= ~2;
|
|
|
|
if (in_switch.state & 3)
|
|
bits |= 16;
|
|
in_switch.state &= ~2;
|
|
|
|
if (in_reload.state & 3)
|
|
bits |= 32;
|
|
in_reload.state &= ~2;
|
|
|
|
if (in_knife.state & 3)
|
|
bits |= 64;
|
|
in_knife.state &= ~2;
|
|
|
|
if (in_use.state & 3)
|
|
bits |= 128;
|
|
in_use.state &= ~2;
|
|
|
|
if (in_aim.state & 3)
|
|
bits |= 256;
|
|
in_aim.state &= ~2;
|
|
|
|
MSG_WriteLong (&buf, bits);
|
|
|
|
MSG_WriteByte (&buf, in_impulse);
|
|
in_impulse = 0;
|
|
|
|
//
|
|
// deliver the message
|
|
//
|
|
if (cls.demoplayback)
|
|
return;
|
|
|
|
//
|
|
// allways dump the first two message, because it may contain leftover inputs
|
|
// from the last level
|
|
//
|
|
if (++cl.movemessages <= 2)
|
|
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 ("+jump", IN_JumpDown);
|
|
Cmd_AddCommand ("-jump", IN_JumpUp);
|
|
Cmd_AddCommand ("+grenade", IN_GrenadeDown);
|
|
Cmd_AddCommand ("-grenade", IN_GrenadeUp);
|
|
Cmd_AddCommand ("+switch", IN_SwitchDown);
|
|
Cmd_AddCommand ("-switch", IN_SwitchUp);
|
|
Cmd_AddCommand ("+reload", IN_ReloadDown);
|
|
Cmd_AddCommand ("-reload", IN_ReloadUp);
|
|
Cmd_AddCommand ("+knife", IN_KnifeDown);
|
|
Cmd_AddCommand ("-knife", IN_KnifeUp);
|
|
Cmd_AddCommand ("+aim", IN_AimDown);
|
|
Cmd_AddCommand ("-aim", IN_AimUp);
|
|
Cmd_AddCommand ("impulse", IN_Impulse);
|
|
Cmd_AddCommand ("+klook", IN_KLookDown);
|
|
Cmd_AddCommand ("-klook", IN_KLookUp);
|
|
|
|
|
|
|
|
}
|
|
|