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https://github.com/nzp-team/fteqw.git
synced 2024-11-10 06:32:00 +00:00
Fix +strafe with mouse movements, for Aberrant.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6173 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
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29b5f51077
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0f5c092a96
7 changed files with 78 additions and 94 deletions
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@ -911,34 +911,24 @@ CL_BaseMove
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Send the intended movement message to the server
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================
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*/
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void CL_BaseMove (usercmd_t *cmd, int pnum, float priortime, float extratime)
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static void CL_BaseMove (vec3_t moves, int pnum)
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{
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float nscale = extratime?extratime / (extratime+priortime):0;
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float oscale = 1 - nscale;
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cmd->fservertime = cl.time;
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cmd->servertime = cl.time*1000;
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float scale;
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//
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// adjust for speed key
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//
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if ((in_speed.state[pnum] & 1) ^ cl_run.ival)
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nscale *= cl_movespeedkey.value;
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if (in_strafe.state[pnum] & 1)
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cmd->sidemove = cmd->sidemove*oscale + nscale*cl_sidespeed.value * (CL_KeyState (&in_right, pnum, true) - CL_KeyState (&in_left, pnum, true)) * (in_xflip.ival?-1:1);
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cmd->sidemove = cmd->sidemove*oscale + nscale*cl_sidespeed.value * (CL_KeyState (&in_moveright, pnum, true) - CL_KeyState (&in_moveleft, pnum, true)) * (in_xflip.ival?-1:1);
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cmd->upmove = cmd->upmove*oscale + nscale*cl_upspeed.value * (CL_KeyState (&in_up, pnum, true) - CL_KeyState (&in_down, pnum, true));
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scale = ((in_speed.state[pnum] & 1) ^ cl_run.ival)?cl_movespeedkey.value:1;
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moves[0] = 0;
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if (! (in_klook.state[pnum] & 1) )
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{
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cmd->forwardmove = cmd->forwardmove*oscale + nscale*(cl_forwardspeed.value * CL_KeyState (&in_forward, pnum, true) -
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(*cl_backspeed.string?cl_backspeed.value:cl_forwardspeed.value) * CL_KeyState (&in_back, pnum, true));
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{
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moves[0] += scale*(cl_forwardspeed.value * CL_KeyState (&in_forward, pnum, true) -
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(*cl_backspeed.string?cl_backspeed.value:cl_forwardspeed.value) * CL_KeyState (&in_back, pnum, true));
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}
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if (!priortime) //only gather buttons if we've not had any this frame. this avoids jump feeling weird with prediction. FIXME: should probably still allow +attack to reduce latency
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CL_GatherButtons(cmd, pnum);
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moves[1] = scale*cl_sidespeed.value * (CL_KeyState (&in_moveright, pnum, true) - CL_KeyState (&in_moveleft, pnum, true)) * (in_xflip.ival?-1:1);
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if (in_strafe.state[pnum] & 1)
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moves[1] += scale*cl_sidespeed.value * (CL_KeyState (&in_right, pnum, true) - CL_KeyState (&in_left, pnum, true)) * (in_xflip.ival?-1:1);
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moves[2] = scale*cl_upspeed.value * (CL_KeyState (&in_up, pnum, true) - CL_KeyState (&in_down, pnum, true));
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}
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void CL_ClampPitch (int pnum, float frametime)
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@ -1215,6 +1205,53 @@ static void CL_FinishMove (usercmd_t *cmd, int pnum)
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}
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static void CL_AccumlateInput(int plnum, float frametime/*extra contribution*/, float framemsecs/*total accumulated*/)
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{
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usercmd_t *cmd = &cl_pendingcmd[plnum];
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int i;
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static vec3_t mousemovements[MAX_SPLITS];
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vec3_t newmoves;
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float nscale = framemsecs?framemsecs / (framemsecs+cmd->msec):0;
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float oscale = 1 - nscale;
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CL_BaseMove (newmoves, plnum);
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CL_AdjustAngles (plnum, frametime);
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if (!cmd->msec)
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VectorClear(mousemovements[plnum]);
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IN_Move (mousemovements[plnum], newmoves, plnum, frametime);
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CL_ClampPitch(plnum, frametime);
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for (i=0 ; i<3 ; i++)
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cmd->angles[i] = ((int)(cl.playerview[plnum].viewangles[i]*65536.0/360)&65535);
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cmd->fservertime = cl.servertime;
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cmd->servertime = cl.time*1000;
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#ifdef CSQC_DAT
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cmd->fclienttime = realtime - cl.mapstarttime;
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#endif
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cmd->forwardmove = bound(-32768, cmd->forwardmove*oscale + newmoves[0]*nscale + mousemovements[plnum][0], 32767);
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cmd->sidemove = bound(-32768, cmd->sidemove*oscale + newmoves[1]*nscale + mousemovements[plnum][1], 32767);
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cmd->upmove = bound(-32768, cmd->upmove*oscale + newmoves[2]*nscale + mousemovements[plnum][2], 32767);
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if (!cmd->msec && framemsecs)
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{
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CL_GatherButtons(cmd, plnum); //buttons are from the initial state. don't blend them.
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CL_FinishMove(cmd, plnum);
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Cbuf_Waited(); //its okay to stop waiting now
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}
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cmd->msec = framemsecs;
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// if we are spectator, try autocam
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// if (cl.spectator)
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Cam_Track(&cl.playerview[plnum], &cl_pendingcmd[plnum]);
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Cam_FinishMove(&cl.playerview[plnum], &cl_pendingcmd[plnum]);
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}
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static qboolean CLFTE_SendVRCmd (sizebuf_t *buf, unsigned int seats)
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{
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//compute the delay between receiving the frame we're acking and when we're sending the new frame
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@ -2220,39 +2257,12 @@ void CL_SendCmd (double frametime, qboolean mainloop)
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}
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for (plnum = 0; plnum < cl.splitclients; plnum++)
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{
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vec3_t mousemovements;
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playerview_t *pv = &cl.playerview[plnum];
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cmd = &cl.outframes[i].cmd[plnum];
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memset(cmd, 0, sizeof(*cmd));
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msecs += frametime*1000;
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if (msecs > 50)
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msecs = 50;
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cmd->msec = msecs;
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msecs -= cmd->msec;
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cl_pendingcmd[plnum].msec = 0;
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CL_AdjustAngles (plnum, frametime);
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// get basic movement from keyboard
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CL_BaseMove (cmd, plnum, 0, 1);
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// allow mice or other external controllers to add to the move
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VectorClear(mousemovements);
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IN_Move (mousemovements, plnum, frametime);
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cl_pendingcmd[plnum].forwardmove += mousemovements[0];
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cl_pendingcmd[plnum].sidemove += mousemovements[1];
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cl_pendingcmd[plnum].upmove += mousemovements[2];
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CL_ClampPitch(plnum, frametime);
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// if we are spectator, try autocam
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if (pv->spectator)
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Cam_Track(pv, cmd);
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CL_FinishMove(cmd, plnum);
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VectorCopy(pv->aimangles, pv->simangles);
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Cam_FinishMove(pv, cmd);
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CL_AccumlateInput(plnum, frametime, frametime*1000);
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*cmd = cl_pendingcmd[plnum];
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memset(&cl_pendingcmd[plnum], 0, sizeof(*cmd)); //reset the pending for the next frame.
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#ifdef CSQC_DAT
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CSQC_Input_Frame(plnum, cmd);
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@ -2279,7 +2289,7 @@ void CL_SendCmd (double frametime, qboolean mainloop)
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cls.netchan.outgoing_sequence = cl.movesequence;
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}
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IN_Move (NULL, 0, frametime);
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IN_Move (NULL, NULL, 0, frametime);
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Cbuf_Waited(); //its okay to stop waiting now
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return; // sendcmds come from the demo
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@ -2392,32 +2402,7 @@ void CL_SendCmd (double frametime, qboolean mainloop)
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if (!CLHL_BuildUserInput(msecstouse, &cl_pendingcmd[0]))
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#endif
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for (plnum = 0; plnum < (cl.splitclients?cl.splitclients:1); plnum++)
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{
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vec3_t mousemovements;
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CL_AdjustAngles (plnum, frametime);
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VectorClear(mousemovements);
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IN_Move (mousemovements, plnum, frametime);
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CL_ClampPitch(plnum, frametime);
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cl_pendingcmd[plnum].forwardmove += mousemovements[0]; //FIXME: this will get nuked by CL_BaseMove.
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cl_pendingcmd[plnum].sidemove += mousemovements[1];
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cl_pendingcmd[plnum].upmove += mousemovements[2];
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for (i=0 ; i<3 ; i++)
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cl_pendingcmd[plnum].angles[i] = ((int)(cl.playerview[plnum].viewangles[i]*65536.0/360)&65535);
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CL_BaseMove (&cl_pendingcmd[plnum], plnum, cl_pendingcmd[plnum].msec, framemsecs);
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if (!cl_pendingcmd[plnum].msec && framemsecs)
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{
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CL_FinishMove(&cl_pendingcmd[plnum], plnum);
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Cbuf_Waited(); //its okay to stop waiting now
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}
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cl_pendingcmd[plnum].msec = framemsecs;
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// if we are spectator, try autocam
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// if (cl.spectator)
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Cam_Track(&cl.playerview[plnum], &cl_pendingcmd[plnum]);
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Cam_FinishMove(&cl.playerview[plnum], &cl_pendingcmd[plnum]);
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}
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CL_AccumlateInput(plnum, frametime, framemsecs);
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//the main loop isn't allowed to send
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if (runningindepphys && mainloop)
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@ -2009,6 +2009,7 @@ void CL_ClearState (qboolean gamestart)
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CL_ResetFog(FOGTYPE_WATER);
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CL_ResetFog(FOGTYPE_SKYROOM);
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cl.mapstarttime = realtime;
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cl.gamespeed = 1;
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cl.protocol_qw = PROTOCOL_VERSION_QW; //until we get an svc_serverdata
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cl.allocated_client_slots = QWMAX_CLIENTS;
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@ -857,6 +857,7 @@ typedef struct
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// is rendering at. always <= realtime
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double lasttime; //cl.time from last frame.
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double lastlinktime; //cl.time from last frame.
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double mapstarttime; //for computing csqc's cltime.
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float servertime; //current server time, bound between gametime and gametimemark
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float mtime; //server time as on the server when we last received a packet. not allowed to decrease.
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@ -1265,7 +1266,6 @@ void CL_ReadPacket(void);
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int CL_ReadFromServer (void);
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void CL_WriteToServer (usercmd_t *cmd);
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void CL_BaseMove (usercmd_t *cmd, int pnum, float priortime, float extratime);
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int Master_FindBestRoute(char *server, char *out, size_t outsize, int *directcost, int *chainedcost);
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@ -1006,14 +1006,14 @@ void IN_MoveJoystick(struct joy_s *joy, float *movements, int pnum, float framet
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movements[2] += joy_movesens[2].value * mag*cl_upspeed.value * jstrafe[2];
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}
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void IN_Move (float *movements, int pnum, float frametime)
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void IN_Move (float *nudgemovements, float *absmovements, int pnum, float frametime)
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{
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int i;
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for (i = 0; i < MAXPOINTERS; i++)
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IN_MoveMouse(&ptr[i], movements, pnum, frametime);
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IN_MoveMouse(&ptr[i], nudgemovements, pnum, frametime);
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for (i = 0; i < MAXJOYSTICKS; i++)
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IN_MoveJoystick(&joy[i], movements, pnum, frametime);
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IN_MoveJoystick(&joy[i], absmovements, pnum, frametime);
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}
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void IN_JoystickAxisEvent(unsigned int devid, int axis, float value)
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@ -32,7 +32,7 @@ void IN_Commands (void);
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qboolean IN_MouseDevIsTouch(unsigned int devid); //check if a mouse devid is a touch screen, and thus if we should check the cursor and simulate a ui event or not
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int IN_TranslateMButtonPress(unsigned int devid); //allow the touchscreen code to swallow mouse1 as a begin-looking event
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void IN_Move (float *movements, int pnum, float frametime);
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void IN_Move (float *nudgemovements, float *absmovements, int pnum, float frametime);
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// add additional movement on top of the keyboard move cmd
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extern cvar_t in_xflip;
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@ -59,8 +59,6 @@ static csqctreadstate_t *csqcthreads;
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qboolean csqc_resortfrags;
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world_t csqc_world;
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float csqc_starttime; //reset on each csqc reload to restore lost precision of cltime on each map restart.
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int csqc_playerseat; //can be negative.
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static playerview_t *csqc_playerview;
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qboolean csqc_dp_lastwas3d; //to emulate DP correctly, we need to track whether drawpic/drawfill or clearscene was called last. blame 515.
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@ -311,7 +309,7 @@ static void CSQC_FindGlobals(qboolean nofuncs)
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if (csqcg.time)
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*csqcg.time = cl.servertime;
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if (csqcg.cltime)
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*csqcg.cltime = realtime-csqc_starttime;
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*csqcg.cltime = realtime-cl.mapstarttime;
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if (!csqcg.global_gravitydir)
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csqcg.global_gravitydir = defaultgravity;
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@ -8257,7 +8255,7 @@ qboolean CSQC_Init (qboolean anycsqc, const char *csprogsname, unsigned int chec
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int csaddonnum = -1;
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in_sensitivityscale = 1;
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csqcmapentitydataloaded = true;
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csqc_starttime = realtime;
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cl.mapstarttime = realtime;
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csqcprogs = InitProgs(&csqcprogparms);
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csqc_world.progs = csqcprogs;
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csqc_world.usesolidcorpse = true;
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@ -8904,7 +8902,7 @@ qboolean CSQC_DrawView(void)
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CL_PredictMove ();
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if (csqcg.cltime)
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*csqcg.cltime = realtime-csqc_starttime;
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*csqcg.cltime = realtime-cl.mapstarttime;
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if (csqcg.time)
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*csqcg.time = cl.servertime;
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if (csqcg.clientcommandframe)
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@ -8993,7 +8991,7 @@ qboolean CSQC_DrawHud(playerview_t *pv)
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if (csqcg.frametime)
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*csqcg.frametime = host_frametime;
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if (csqcg.cltime)
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*csqcg.cltime = realtime-csqc_starttime;
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*csqcg.cltime = realtime-cl.mapstarttime;
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G_FLOAT(OFS_PARM0+0) = r_refdef.grect.width;
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G_FLOAT(OFS_PARM0+1) = r_refdef.grect.height;
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@ -9037,7 +9035,7 @@ qboolean CSQC_DrawScores(playerview_t *pv)
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if (csqcg.frametime)
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*csqcg.frametime = host_frametime;
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if (csqcg.cltime)
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*csqcg.cltime = realtime-csqc_starttime;
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*csqcg.cltime = realtime-cl.mapstarttime;
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G_FLOAT(OFS_PARM0+0) = r_refdef.grect.width;
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G_FLOAT(OFS_PARM0+1) = r_refdef.grect.height;
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@ -9493,7 +9491,7 @@ void CSQC_Input_Frame(int seat, usercmd_t *cmd)
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if (csqcg.time)
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*csqcg.time = cl.servertime;
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if (csqcg.cltime)
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*csqcg.cltime = realtime-csqc_starttime;
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*csqcg.cltime = realtime-cl.mapstarttime;
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if (csqcg.clientcommandframe)
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*csqcg.clientcommandframe = cl.movesequence;
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@ -9607,7 +9605,7 @@ void CSQC_ParseEntities(qboolean sized)
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if (csqcg.time) //estimated server time
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*csqcg.time = cl.servertime;
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if (csqcg.cltime) //smooth client time.
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*csqcg.cltime = realtime-csqc_starttime;
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*csqcg.cltime = realtime-cl.mapstarttime;
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if (csqcg.servertime)
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*csqcg.servertime = cl.gametime;
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@ -1284,8 +1284,8 @@ typedef struct usercmd_s
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unsigned int buttons; //replaces buttons, but with more bits.
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unsigned int weapon;//q3 has a separate weapon field to supplement impulse.
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unsigned int servertime; //q3 networks the time in order to calculate msecs
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float fservertime;//used as part of nq msec calcs
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float fclienttime;//not used?
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double fservertime;//used as part of nq msec calcs
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double fclienttime;//not used?
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//prydon cursor crap
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vec2_t cursor_screen;
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