quakespasm/source/cl_input.c

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/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl.input.c -- builds an intended movement command to send to the server
// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
// rights reserved.
#include "quakedef.h"
#ifdef VITA
#include <vitasdk.h>
#endif
#ifdef __SWITCH__
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#include <switch.h>
#include <switch/runtime/pad.h>
#endif
extern cvar_t joy_invert;
extern cvar_t cl_maxpitch; //johnfitz -- variable pitch clamping
extern cvar_t cl_minpitch; //johnfitz -- variable pitch clamping
cvar_t motioncam = {"motioncam", "0", CVAR_ARCHIVE};
cvar_t gyromode = {"gyromode", "0", CVAR_ARCHIVE};
cvar_t gyrosensx = {"gyrosensx", "1.0", CVAR_ARCHIVE};
cvar_t gyrosensy = {"gyrosensy", "1.0", CVAR_ARCHIVE};
#ifdef VITA
SceMotionState motionstate;
#endif
#ifdef __SWITCH__
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PadState gyropad;
HidSixAxisSensorHandle handles[4];
#endif
/*
===============================================================================
KEY BUTTONS
Continuous button event tracking is complicated by the fact that two different
input sources (say, mouse button 1 and the control key) can both press the
same button, but the button should only be released when both of the
pressing key have been released.
When a key event issues a button command (+forward, +attack, etc), it appends
its key number as a parameter to the command so it can be matched up with
the release.
state bit 0 is the current state of the key
state bit 1 is edge triggered on the up to down transition
state bit 2 is edge triggered on the down to up transition
===============================================================================
*/
kbutton_t in_mlook, in_klook;
kbutton_t in_left, in_right, in_forward, in_back;
kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack, in_grenade, in_reload, in_switch, in_knife, in_aim;
kbutton_t in_up, in_down;
int in_impulse;
void KeyDown (kbutton_t *b)
{
int k;
const char *c;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
k = -1; // typed manually at the console for continuous down
if (k == b->down[0] || k == b->down[1])
return; // repeating key
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
b->down[1] = k;
else
{
Con_Printf ("Three keys down for a button!\n");
return;
}
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
void KeyUp (kbutton_t *b)
{
int k;
const char *c;
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
else
{ // typed manually at the console, assume for unsticking, so clear all
b->down[0] = b->down[1] = 0;
b->state = 4; // impulse up
return;
}
if (b->down[0] == k)
b->down[0] = 0;
else if (b->down[1] == k)
b->down[1] = 0;
else
return; // key up without coresponding down (menu pass through)
if (b->down[0] || b->down[1])
return; // some other key is still holding it down
if (!(b->state & 1))
return; // still up (this should not happen)
b->state &= ~1; // now up
b->state |= 4; // impulse up
}
void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
void IN_MLookUp (void) {
KeyUp(&in_mlook);
if ( !(in_mlook.state&1) && lookspring.value)
V_StartPitchDrift();
}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_DownDown(void) {KeyDown(&in_down);}
void IN_DownUp(void) {KeyUp(&in_down);}
void IN_LeftDown(void) {KeyDown(&in_left);}
void IN_LeftUp(void) {KeyUp(&in_left);}
void IN_RightDown(void) {KeyDown(&in_right);}
void IN_RightUp(void) {KeyUp(&in_right);}
void IN_ForwardDown(void) {KeyDown(&in_forward);}
void IN_ForwardUp(void) {KeyUp(&in_forward);}
void IN_BackDown(void) {KeyDown(&in_back);}
void IN_BackUp(void) {KeyUp(&in_back);}
void IN_LookupDown(void) {KeyDown(&in_lookup);}
void IN_LookupUp(void) {KeyUp(&in_lookup);}
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
void IN_MoveleftDown(void) {KeyDown(&in_moveleft);}
void IN_MoveleftUp(void) {KeyUp(&in_moveleft);}
void IN_MoverightDown(void) {KeyDown(&in_moveright);}
void IN_MoverightUp(void) {KeyUp(&in_moveright);}
void IN_SpeedDown(void) {KeyDown(&in_speed);}
void IN_SpeedUp(void) {KeyUp(&in_speed);}
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
void IN_AttackDown(void) {KeyDown(&in_attack);}
void IN_AttackUp(void) {KeyUp(&in_attack);}
void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
void IN_JumpDown (void) {KeyDown(&in_jump);}
void IN_JumpUp (void) {KeyUp(&in_jump);}
void IN_GrenadeDown (void) {KeyDown(&in_grenade);}
void IN_GrenadeUp (void) {KeyUp(&in_grenade);}
void IN_SwitchDown (void) {KeyDown(&in_switch);}
void IN_SwitchUp (void) {KeyUp(&in_switch);}
void IN_ReloadDown (void) {KeyDown(&in_reload);}
void IN_ReloadUp (void) {KeyUp(&in_reload);}
void IN_KnifeDown (void) {KeyDown(&in_knife);}
void IN_KnifeUp (void) {KeyUp(&in_knife);}
void IN_AimDown (void) {KeyDown(&in_aim);}
void IN_AimUp (void) {KeyUp(&in_aim);}
void IN_Impulse (void) {in_impulse=Q_atoi(Cmd_Argv(1));}
/*
===============
CL_KeyState
Returns 0.25 if a key was pressed and released during the frame,
0.5 if it was pressed and held
0 if held then released, and
1.0 if held for the entire time
===============
*/
float CL_KeyState (kbutton_t *key)
{
float val;
qboolean impulsedown, impulseup, down;
impulsedown = key->state & 2;
impulseup = key->state & 4;
down = key->state & 1;
val = 0;
if (impulsedown && !impulseup)
{
if (down)
val = 0.5; // pressed and held this frame
else
val = 0; // I_Error ();
}
if (impulseup && !impulsedown)
{
if (down)
val = 0; // I_Error ();
else
val = 0; // released this frame
}
if (!impulsedown && !impulseup)
{
if (down)
val = 1.0; // held the entire frame
else
val = 0; // up the entire frame
}
if (impulsedown && impulseup)
{
if (down)
val = 0.75; // released and re-pressed this frame
else
val = 0.25; // pressed and released this frame
}
key->state &= 1; // clear impulses
return val;
}
//==========================================================================
cvar_t cl_upspeed = {"cl_upspeed","200",CVAR_NONE};
cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0",CVAR_NONE};
cvar_t cl_yawspeed = {"cl_yawspeed","140",CVAR_NONE};
cvar_t cl_pitchspeed = {"cl_pitchspeed","150",CVAR_NONE};
cvar_t cl_anglespeedkey = {"cl_anglespeedkey","0.75",CVAR_NONE};
cvar_t cl_alwaysrun = {"cl_alwaysrun","0",CVAR_ARCHIVE}; // QuakeSpasm -- new always run
cvar_t in_aimassist = {"in_aimassist", "1", true};
/*
================
CL_AdjustAngles
Moves the local angle positions
================
*/
extern float client_sprinting; //sB fix a bugggggggg and SQUASH
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void CL_AdjustAngles (void)
{
float speed;
float up, down;
if ((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0))
speed = host_frametime * cl_anglespeedkey.value;
else
speed = host_frametime;
if (!(in_strafe.state & 1))
{
cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
cl.viewangles[YAW] = anglemod(cl.viewangles[YAW]);
}
if (in_klook.state & 1)
{
V_StopPitchDrift ();
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
}
up = CL_KeyState (&in_lookup);
down = CL_KeyState(&in_lookdown);
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value *up; // *up
cl.viewangles[PITCH] += speed*cl_pitchspeed.value *down; //down
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if (up || down)
V_StopPitchDrift ();
//johnfitz -- variable pitch clamping
if (cl.viewangles[PITCH] > cl_maxpitch.value)
cl.viewangles[PITCH] = cl_maxpitch.value;
if (cl.viewangles[PITCH] < cl_minpitch.value)
cl.viewangles[PITCH] = cl_minpitch.value;
//johnfitz
if (cl.viewangles[ROLL] > 50)
cl.viewangles[ROLL] = 50;
if (cl.viewangles[ROLL] < -50)
cl.viewangles[ROLL] = -50;
// vita gyro support by rinnegatamante (originally from vitaquake)
// creds to the switch-examples for nx support
if (motioncam.value) {
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// If gyro is set to ADS only and we're not ADSing, goodbye.
if (gyromode.value && cl.stats[STAT_ZOOM] != 1 && cl.stats[STAT_ZOOM] != 2)
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return;
#ifdef VITA
sceMotionGetState(&motionstate);
// not sure why YAW or the horizontal x axis is the controlled by angularVelocity.y
// and the PITCH or the vertical y axis is controlled by angularVelocity.x but its what seems to work
float x_gyro_cam = motionstate.angularVelocity.y * gyrosensx.value;
float y_gyro_cam = motionstate.angularVelocity.x * gyrosensy.value;
#endif
#ifdef __SWITCH__
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padUpdate(&gyropad);
// Read from the correct sixaxis handle depending on the current input style
HidSixAxisSensorState sixaxis = {0};
u64 style_set = padGetStyleSet(&gyropad);
if (style_set & HidNpadStyleTag_NpadHandheld)
hidGetSixAxisSensorStates(handles[0], &sixaxis, 1);
else if (style_set & HidNpadStyleTag_NpadFullKey)
hidGetSixAxisSensorStates(handles[1], &sixaxis, 1);
else if (style_set & HidNpadStyleTag_NpadJoyDual) {
// For JoyDual, read from either the Left or Right Joy-Con depending on which is/are connected
u64 attrib = padGetAttributes(&gyropad);
if (attrib & HidNpadAttribute_IsLeftConnected)
hidGetSixAxisSensorStates(handles[2], &sixaxis, 1);
else if (attrib & HidNpadAttribute_IsRightConnected)
hidGetSixAxisSensorStates(handles[3], &sixaxis, 1);
}
float x_gyro_cam = sixaxis.angular_velocity.y * (gyrosensx.value*4);
float y_gyro_cam = sixaxis.angular_velocity.x * (gyrosensy.value*4);
#endif // VITA
#ifndef __SWITCH__
#ifndef VITA
float x_gyro_cam = 0;
float y_gyro_cam = 0;
#endif
#endif
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cl.viewangles[YAW] += x_gyro_cam;
V_StopPitchDrift();
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if (joy_invert.value)
cl.viewangles[PITCH] += y_gyro_cam;
else
cl.viewangles[PITCH] -= y_gyro_cam;
}
}
/*
================
CL_BaseMove
Send the intended movement message to the server
================
*/
float cl_backspeed;
float cl_forwardspeed;
float cl_sidespeed;
extern cvar_t waypoint_mode;
void CL_BaseMove (usercmd_t *cmd)
{
if (cls.signon != SIGNONS)
return;
CL_AdjustAngles ();
Q_memset (cmd, 0, sizeof(*cmd));
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// cypress - we handle movespeed in QC now.
cl_backspeed = cl_forwardspeed = cl_sidespeed = cl.maxspeed*0.71;
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// Throttle side and back speeds
cl_sidespeed *= 0.8;
cl_backspeed *= 0.7;
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if (waypoint_mode.value)
cl_backspeed = cl_forwardspeed = cl_sidespeed *= 1.5;
// Limit max
if (cl_backspeed > cl.maxspeed) {
cl_backspeed = cl.maxspeed;
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}
if (cl_sidespeed > cl.maxspeed) {
cl_sidespeed = cl.maxspeed;
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}
if (cl_forwardspeed > cl.maxspeed) {
cl_forwardspeed = cl.maxspeed;
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}
if (in_strafe.state & 1)
{
cmd->sidemove += cl_sidespeed * CL_KeyState (&in_right);
cmd->sidemove -= cl_sidespeed * CL_KeyState (&in_left);
}
cmd->sidemove += cl_sidespeed * CL_KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed * CL_KeyState (&in_moveleft);
cmd->upmove += cl_upspeed.value * CL_KeyState (&in_up);
cmd->upmove -= cl_upspeed.value * CL_KeyState (&in_down);
if (! (in_klook.state & 1) )
{
cmd->forwardmove += cl_forwardspeed * CL_KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed * CL_KeyState (&in_back);
}
//
// adjust for speed key
//
if ((in_speed.state & 1) ^ (cl_alwaysrun.value != 0.0))
{
cmd->forwardmove *= cl_movespeedkey.value;
cmd->sidemove *= cl_movespeedkey.value;
cmd->upmove *= cl_movespeedkey.value;
}
}
int infront(entity_t ent1, entity_t *ent2)
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{
vec3_t vec;
float dot;
VectorSubtract(ent2->origin, ent1.origin, vec);
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VectorNormalize(vec);
vec3_t temp_angle,temp_forward,temp_right,temp_up;
VectorCopy(cl.viewangles,temp_angle);
AngleVectors(temp_angle,temp_forward,temp_right,temp_up);
dot = DotProduct(vec,temp_forward);
if(dot > 0.98)
{
return 1;
}
return 0;
}
//
// CL_FindZombieEnt(stat_pos, ent_type)
// Client-safe way to grab a Zombie ent in current PVS
// at the given start position (usually last index).
// entity_t structs do not hold anything like classnames,
// so we have to, erm, uh, string compare models. yea.
//
#define FINDENT_ZOMBIE_BODY 0
#define FINDENT_ZOMBIE_HEAD 1
int CL_FindZombieEnt(int start_pos, int ent_type)
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{
entity_t* ent;
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// Start +1 so we aren't always just returning the same dude
// over, and over..
for (int i = start_pos + 1; i < cl_numvisedicts; i++) {
ent = cl_visedicts[i];
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//
// Here's the part I hate!
//
char ident_char = ent->model->name[strlen(ent->model->name) - 5];
if ((ident_char == '%' && FINDENT_ZOMBIE_BODY) || (ident_char == '^' && FINDENT_ZOMBIE_HEAD)) {
return i;
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}
//
// End awful part!
//
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}
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return 0;
}
#define P_DEAD 64 // FUCK
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void CL_Aim_Snap(void)
{
entity_t *zombie, *best_zombie;
entity_t client;
vec3_t distance_vector, zombie_org, client_org;
float best_distance = 10000;
int last_visedict_index;
best_zombie = cl_visedicts[0]; // set best to world.
int aim_offset = 20;
client = cl_entities[cl.viewentity];
VectorCopy(client.origin, client_org);
client_org[2] += cl.viewheight; // cypress -- actually grab viewheight now, so stances make sense.
// (also helps with crawlers, probably?)
// Snap to the head instead of the torso with Deadshot
if (cl.perks & P_DEAD)
last_visedict_index = CL_FindZombieEnt(0, FINDENT_ZOMBIE_HEAD);
else
last_visedict_index = CL_FindZombieEnt(0, FINDENT_ZOMBIE_BODY);
zombie = cl_visedicts[last_visedict_index];
while(last_visedict_index != 0) {
if (infront(client, zombie)) {
VectorCopy(zombie->origin, zombie_org);
zombie_org[2] += aim_offset;
// If using Deadshot, go up a little more to hit the
// center of their head, makes it more obvious.
if (cl.perks & P_DEAD)
zombie_org[2] += 10;
VectorSubtract(client_org, zombie_org, distance_vector);
if (VectorLength(distance_vector) < best_distance) {
vec3_t impact;
vec3_t normal;
if (!TraceLineN(zombie_org, client_org, impact, normal)) {
best_distance = VectorLength(distance_vector);
best_zombie = zombie;
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}
}
}
if (cl.perks & P_DEAD)
last_visedict_index = CL_FindZombieEnt(last_visedict_index, FINDENT_ZOMBIE_HEAD);
else
last_visedict_index = CL_FindZombieEnt(last_visedict_index, FINDENT_ZOMBIE_BODY);
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zombie = cl_visedicts[last_visedict_index];
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}
// We got a decent Zombie, not world.
if (best_zombie != cl_visedicts[0]) {
VectorCopy(best_zombie->origin, zombie_org);
zombie_org[2] += aim_offset;
if (cl.perks & P_DEAD)
zombie_org[2] += 10;
VectorSubtract(zombie_org, client_org, distance_vector);
VectorNormalize(distance_vector);
vectoangles(distance_vector, distance_vector);
distance_vector[0] += (distance_vector[0] > 180)? -360 : 0; // Need to bound pitch around 0, from -180, to + 180
distance_vector[0] *= -1; // inverting pitch
if(distance_vector[0] < -70 || distance_vector[0] > 80)
return;
VectorCopy(distance_vector, cl.viewangles);
}
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}
/*
==============
CL_SendMove
==============
*/
int zoom_snap;
float angledelta(float a);
float deltaPitch,deltaYaw;
void CL_SendMove (const usercmd_t *cmd)
{
int i;
int bits;
sizebuf_t buf;
byte data[128];
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vec3_t tempv;
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buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
cl.cmd = *cmd;
////////////////////////////
// NZP SPECIFICS //
////////////////////////////
//==== 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)
{
vec3_t vang;
VectorCopy(cl.viewangles,vang);
vang[0] -= deltaPitch;
vang[1] -= deltaYaw;
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;
vang[0] += deltaPitch;
vang[1] += deltaYaw;
vang[0] = angledelta(vang[0]);
vang[1] = angledelta(vang[1]);
VectorCopy(vang,cl.viewangles);
}
////////////////////////////
// NZP END //
////////////////////////////
//
// send the movement message
//
MSG_WriteByte (&buf, clc_move);
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
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VectorAdd(cl.gun_kick, cl.viewangles, tempv);
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for (i=0 ; i<3 ; i++)
//johnfitz -- 16-bit angles for PROTOCOL_FITZQUAKE
if (cl.protocol == PROTOCOL_NETQUAKE)
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MSG_WriteAngle (&buf, tempv[i], cl.protocolflags);
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else
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MSG_WriteAngle16 (&buf, tempv[i], cl.protocolflags);
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//johnfitz
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);
Cmd_AddCommand ("+mlook", IN_MLookDown);
Cmd_AddCommand ("-mlook", IN_MLookUp);
#ifdef VITA
sceMotionReset();
sceMotionStartSampling();
#endif
#ifdef __SWITCH__
2022-02-08 19:06:54 +00:00
padConfigureInput(1, HidNpadStyleSet_NpadStandard);
padInitializeDefault(&gyropad);
hidGetSixAxisSensorHandles(&handles[0], 1, HidNpadIdType_Handheld, HidNpadStyleTag_NpadHandheld);
hidGetSixAxisSensorHandles(&handles[1], 1, HidNpadIdType_No1, HidNpadStyleTag_NpadFullKey);
hidGetSixAxisSensorHandles(&handles[2], 2, HidNpadIdType_No1, HidNpadStyleTag_NpadJoyDual);
hidStartSixAxisSensor(handles[0]);
hidStartSixAxisSensor(handles[1]);
hidStartSixAxisSensor(handles[2]);
hidStartSixAxisSensor(handles[3]);
#endif // VITA
}