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https://git.code.sf.net/p/quake/newtree
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272abade38
GL, and I still don't know exactly why.
756 lines
16 KiB
C
756 lines
16 KiB
C
/*
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cl_input.c
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builds an intended movement command to send to the server
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "checksum.h"
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#include "cl_cam.h"
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#include "cl_demo.h"
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#include "cl_input.h"
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#include "cl_parse.h"
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#include "client.h"
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#include "cmd.h"
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#include "console.h"
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#include "host.h"
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#include "input.h"
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#include "keys.h"
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#include "msg.h"
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#include "teamplay.h"
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#include "view.h"
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cvar_t *cl_nodelta;
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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
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different input sources (say, mouse button 1 and the control key) can
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both press the same button, but the button should only be released when
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both of the pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it
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appends its key number as a parameter to the command so it can be
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matched up with 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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kbutton_t in_mlook, in_klook;
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_strafe, in_speed, in_use, in_jump, in_attack;
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kbutton_t in_up, in_down;
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int in_impulse;
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void
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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
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// 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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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
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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 { // typed manually at the console,
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// assume for unsticking, so clear
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// 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
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// (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
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// down
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if (!(b->state & 1))
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return; // still up (this should not happen)
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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void
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IN_KLookDown (void)
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{
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KeyDown (&in_klook);
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}
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void
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IN_KLookUp (void)
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{
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KeyUp (&in_klook);
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}
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void
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IN_MLookDown (void)
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{
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KeyDown (&in_mlook);
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}
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void
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IN_MLookUp (void)
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{
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KeyUp (&in_mlook);
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if (!freelook && lookspring->int_val)
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V_StartPitchDrift ();
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}
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void
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IN_UpDown (void)
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{
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KeyDown (&in_up);
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}
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void
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IN_UpUp (void)
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{
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KeyUp (&in_up);
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}
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void
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IN_DownDown (void)
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{
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KeyDown (&in_down);
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}
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void
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IN_DownUp (void)
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{
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KeyUp (&in_down);
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}
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void
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IN_LeftDown (void)
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{
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KeyDown (&in_left);
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}
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void
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IN_LeftUp (void)
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{
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KeyUp (&in_left);
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}
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void
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IN_RightDown (void)
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{
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KeyDown (&in_right);
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}
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void
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IN_RightUp (void)
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{
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KeyUp (&in_right);
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}
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void
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IN_ForwardDown (void)
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{
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KeyDown (&in_forward);
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}
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void
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IN_ForwardUp (void)
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{
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KeyUp (&in_forward);
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}
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void
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IN_BackDown (void)
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{
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KeyDown (&in_back);
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}
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void
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IN_BackUp (void)
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{
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KeyUp (&in_back);
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}
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void
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IN_LookupDown (void)
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{
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KeyDown (&in_lookup);
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}
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void
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IN_LookupUp (void)
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{
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KeyUp (&in_lookup);
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}
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void
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IN_LookdownDown (void)
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{
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KeyDown (&in_lookdown);
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}
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void
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IN_LookdownUp (void)
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{
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KeyUp (&in_lookdown);
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}
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void
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IN_MoveleftDown (void)
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{
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KeyDown (&in_moveleft);
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}
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void
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IN_MoveleftUp (void)
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{
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KeyUp (&in_moveleft);
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}
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void
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IN_MoverightDown (void)
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{
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KeyDown (&in_moveright);
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}
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void
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IN_MoverightUp (void)
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{
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KeyUp (&in_moveright);
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}
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void
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IN_SpeedDown (void)
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{
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KeyDown (&in_speed);
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}
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void
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IN_SpeedUp (void)
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{
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KeyUp (&in_speed);
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}
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void
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IN_StrafeDown (void)
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{
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KeyDown (&in_strafe);
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}
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void
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IN_StrafeUp (void)
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{
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KeyUp (&in_strafe);
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}
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void
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IN_AttackDown (void)
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{
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KeyDown (&in_attack);
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}
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void
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IN_AttackUp (void)
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{
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KeyUp (&in_attack);
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}
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void
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IN_UseDown (void)
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{
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KeyDown (&in_use);
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}
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void
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IN_UseUp (void)
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{
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KeyUp (&in_use);
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}
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void
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IN_JumpDown (void)
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{
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KeyDown (&in_jump);
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}
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void
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IN_JumpUp (void)
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{
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KeyUp (&in_jump);
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}
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void
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IN_Impulse (void)
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{
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in_impulse = atoi (Cmd_Argv (1));
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if (Cmd_Argc () <= 2)
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return;
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Team_BestWeaponImpulse (); // HACK HACK HACK
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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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float
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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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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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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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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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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;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_backspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_movespeedkey;
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cvar_t *cl_yawspeed;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_anglespeedkey;
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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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void
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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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if (!(in_strafe.state & 1)) {
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cl.viewangles[YAW] -=
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speed * cl_yawspeed->value * CL_KeyState (&in_right);
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cl.viewangles[YAW] +=
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speed * cl_yawspeed->value * CL_KeyState (&in_left);
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cl.viewangles[YAW] = anglemod (cl.viewangles[YAW]);
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}
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if (in_klook.state & 1) {
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V_StopPitchDrift ();
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cl.viewangles[PITCH] -=
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speed * cl_pitchspeed->value * CL_KeyState (&in_forward);
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cl.viewangles[PITCH] +=
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speed * cl_pitchspeed->value * CL_KeyState (&in_back);
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}
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up = CL_KeyState (&in_lookup);
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down = CL_KeyState (&in_lookdown);
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cl.viewangles[PITCH] -= speed * cl_pitchspeed->value * up;
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cl.viewangles[PITCH] += speed * cl_pitchspeed->value * down;
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if (up || down)
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V_StopPitchDrift ();
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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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CL_BaseMove
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Send the intended movement message to the server
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*/
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void
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CL_BaseMove (usercmd_t *cmd)
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{
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CL_AdjustAngles ();
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memset (cmd, 0, sizeof (*cmd));
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VectorCopy (cl.viewangles, cmd->angles);
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if (in_strafe.state & 1) {
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cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
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cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
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}
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cmd->sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
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cmd->sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
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cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
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cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
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if (!(in_klook.state & 1)) {
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cmd->forwardmove += cl_forwardspeed->value * CL_KeyState (&in_forward);
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cmd->forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
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}
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//
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// adjust for speed key
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//
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if (in_speed.state & 1) {
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cmd->forwardmove *= cl_movespeedkey->value;
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cmd->sidemove *= cl_movespeedkey->value;
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cmd->upmove *= cl_movespeedkey->value;
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}
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}
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int
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MakeChar (int i)
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{
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i &= ~3;
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if (i < -127 * 4)
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i = -127 * 4;
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if (i > 127 * 4)
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i = 127 * 4;
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return i;
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}
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/*
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CL_FinishMove
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*/
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void
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CL_FinishMove (usercmd_t *cmd)
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{
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int i;
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int ms;
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//
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// allways dump the first two message, because it may contain leftover inputs
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// from the last level
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//
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if (++cl.movemessages <= 2)
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return;
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//
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// figure button bits
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//
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if (in_attack.state & 3)
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cmd->buttons |= 1;
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in_attack.state &= ~2;
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if (in_jump.state & 3)
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cmd->buttons |= 2;
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in_jump.state &= ~2;
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// 1999-10-29 +USE fix by Maddes start
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if (in_use.state & 3)
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cmd->buttons |= 4;
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in_use.state &= ~2;
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// 1999-10-29 +USE fix by Maddes end
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// send milliseconds of time to apply the move
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ms = host_frametime * 1000;
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if (ms > 250)
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ms = 100; // time was unreasonable
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cmd->msec = ms;
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VectorCopy (cl.viewangles, cmd->angles);
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cmd->impulse = in_impulse;
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in_impulse = 0;
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//
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// chop down so no extra bits are kept that the server wouldn't get
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//
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cmd->forwardmove = MakeChar (cmd->forwardmove);
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cmd->sidemove = MakeChar (cmd->sidemove);
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cmd->upmove = MakeChar (cmd->upmove);
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for (i = 0; i < 3; i++)
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cmd->angles[i] =
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((int) (cmd->angles[i] * 65536.0 / 360) & 65535) * (360.0 /
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65536.0);
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}
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/*
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CL_SendCmd
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*/
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void
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CL_SendCmd (void)
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{
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sizebuf_t buf;
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byte data[128];
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int i;
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usercmd_t *cmd, *oldcmd;
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int checksumIndex;
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int lost;
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int seq_hash;
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if (cls.demoplayback)
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return; // sendcmds come from the demo
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// save this command off for prediction
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i = cls.netchan.outgoing_sequence & UPDATE_MASK;
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cmd = &cl.frames[i].cmd;
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cl.frames[i].senttime = realtime;
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cl.frames[i].receivedtime = -1; // we haven't gotten a reply yet
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// seq_hash = (cls.netchan.outgoing_sequence & 0xffff) ; // ^ QW_CHECK_HASH;
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seq_hash = cls.netchan.outgoing_sequence;
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// get basic movement from keyboard
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CL_BaseMove (cmd);
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// allow mice or other external controllers to add to the move
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IN_Move (cmd);
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// if we are spectator, try autocam
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if (cl.spectator)
|
|
Cam_Track (cmd);
|
|
|
|
CL_FinishMove (cmd);
|
|
|
|
Cam_FinishMove (cmd);
|
|
|
|
// send this and the previous cmds in the message, so
|
|
// if the last packet was dropped, it can be recovered
|
|
buf.maxsize = 128;
|
|
buf.cursize = 0;
|
|
buf.data = data;
|
|
|
|
MSG_WriteByte (&buf, clc_move);
|
|
|
|
// save the position for a checksum byte
|
|
checksumIndex = buf.cursize;
|
|
MSG_WriteByte (&buf, 0);
|
|
|
|
// write our lossage percentage
|
|
lost = CL_CalcNet ();
|
|
MSG_WriteByte (&buf, (byte) lost);
|
|
|
|
i = (cls.netchan.outgoing_sequence - 2) & UPDATE_MASK;
|
|
cmd = &cl.frames[i].cmd;
|
|
MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
i = (cls.netchan.outgoing_sequence - 1) & UPDATE_MASK;
|
|
cmd = &cl.frames[i].cmd;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
|
|
i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
|
|
cmd = &cl.frames[i].cmd;
|
|
MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
|
|
|
|
// calculate a checksum over the move commands
|
|
buf.data[checksumIndex] =
|
|
COM_BlockSequenceCRCByte (buf.data + checksumIndex + 1,
|
|
buf.cursize - checksumIndex - 1, seq_hash);
|
|
|
|
// request delta compression of entities
|
|
if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP - 1)
|
|
cl.validsequence = 0;
|
|
|
|
if (cl.validsequence && !cl_nodelta->int_val && cls.state == ca_active &&
|
|
!cls.demorecording) {
|
|
cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].delta_sequence =
|
|
cl.validsequence;
|
|
MSG_WriteByte (&buf, clc_delta);
|
|
MSG_WriteByte (&buf, cl.validsequence & 255);
|
|
} else
|
|
cl.frames[cls.netchan.outgoing_sequence & UPDATE_MASK].delta_sequence =
|
|
-1;
|
|
|
|
if (cls.demorecording)
|
|
CL_WriteDemoCmd (cmd);
|
|
|
|
//
|
|
// deliver the message
|
|
//
|
|
Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
CL_InitInput
|
|
*/
|
|
void
|
|
CL_Input_Init (void)
|
|
{
|
|
Cmd_AddCommand ("+moveup", IN_UpDown, "When active the player is swimming up in a liquid");
|
|
Cmd_AddCommand ("-moveup", IN_UpUp, "When active the player is not swimming up in a liquid");
|
|
Cmd_AddCommand ("+movedown", IN_DownDown, "When active the player is swimming down in a liquid");
|
|
Cmd_AddCommand ("-movedown", IN_DownUp, "When active the player is not swimming down in a liquid");
|
|
Cmd_AddCommand ("+left", IN_LeftDown, "When active the player is turning left");
|
|
Cmd_AddCommand ("-left", IN_LeftUp, "When active the player is not turning left");
|
|
Cmd_AddCommand ("+right", IN_RightDown, "When active the player is turning right");
|
|
Cmd_AddCommand ("-right", IN_RightUp, "When active the player is not turning right");
|
|
Cmd_AddCommand ("+forward", IN_ForwardDown, "When active the player is moving forward");
|
|
Cmd_AddCommand ("-forward", IN_ForwardUp, "When active the player is not moving forward");
|
|
Cmd_AddCommand ("+back", IN_BackDown, "When active the player is moving backwards");
|
|
Cmd_AddCommand ("-back", IN_BackUp, "When active the player is not moving backwards");
|
|
Cmd_AddCommand ("+lookup", IN_LookupDown, "When active the player's view is looking up");
|
|
Cmd_AddCommand ("-lookup", IN_LookupUp, "When active the player's view is not looking up");
|
|
Cmd_AddCommand ("+lookdown", IN_LookdownDown, "When active the player's view is looking down");
|
|
Cmd_AddCommand ("-lookdown", IN_LookdownUp, "When active the player's view is not looking up");
|
|
Cmd_AddCommand ("+strafe", IN_StrafeDown, "When active, +left and +right function like +moveleft and +moveright");
|
|
Cmd_AddCommand ("-strafe", IN_StrafeUp, "When active, +left and +right stop functioning like +moveleft and +moveright");
|
|
Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "When active the player is strafing left");
|
|
Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "When active the player is not strafing left");
|
|
Cmd_AddCommand ("+moveright", IN_MoverightDown, "When active the player is strafing right");
|
|
Cmd_AddCommand ("-moveright", IN_MoverightUp, "When active the player is not strafing right");
|
|
Cmd_AddCommand ("+speed", IN_SpeedDown, "When active the player is running");
|
|
Cmd_AddCommand ("-speed", IN_SpeedUp, "When active the player is not running");
|
|
Cmd_AddCommand ("+attack", IN_AttackDown, "When active player is firing/using current weapon");
|
|
Cmd_AddCommand ("-attack", IN_AttackUp, "When active player is not firing/using current weapon");
|
|
Cmd_AddCommand ("+use", IN_UseDown, "Non-functional. Left over command for opening doors and triggering switches");
|
|
Cmd_AddCommand ("-use", IN_UseUp, "Non-functional. Left over command for opening doors and triggering switches");
|
|
Cmd_AddCommand ("+jump", IN_JumpDown, "When active the player is jumping");
|
|
Cmd_AddCommand ("-jump", IN_JumpUp, "When active the player is not jumping");
|
|
Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC function.");
|
|
Cmd_AddCommand ("+klook", IN_KLookDown, "When active, +forward and +back perform +lookup and +lookdown");
|
|
Cmd_AddCommand ("-klook", IN_KLookUp, "When active, +forward and +back don't perform +lookup and +lookdown");
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown, "When active moving the mouse or joystick forwards and backwards performs +lookup and +lookdown");
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp, "When active moving the mouse or joystick forwards and backwards doesn't perform +lookup and +lookdown");
|
|
}
|
|
|
|
void
|
|
CL_Input_Init_Cvars (void)
|
|
{
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", CVAR_NONE, NULL, "disable player delta compression."
|
|
"set to 1 if you have a poor ISP and get a lot of U_REMOVE warnings.");
|
|
}
|
|
|
|
|
|
extern qboolean keydown[256];
|
|
|
|
/*
|
|
CL_ClearStates
|
|
|
|
Generate key up event for each key that is down
|
|
*/
|
|
void
|
|
CL_ClearStates (void)
|
|
{
|
|
int i;
|
|
|
|
// send an up event for each key, to make sure the server clears them all
|
|
for (i = 0; i < 256; i++) {
|
|
if (keydown[i])
|
|
Key_Event (i, 0, false);
|
|
}
|
|
}
|