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https://git.code.sf.net/p/quake/quakeforge-old
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687 lines
16 KiB
C
687 lines
16 KiB
C
/*
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cl.input.c - 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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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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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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// 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 <qtypes.h>
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#include <client.h>
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#include <quakedef.h>
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#include <mathlib.h>
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#include <lib_replace.h>
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#include <cmd.h>
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#include <console.h>
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#include <net.h>
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#include <protocol.h>
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#include <input.h>
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cvar_t *cl_nodelta;
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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_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 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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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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}
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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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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_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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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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}
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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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}
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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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}
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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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}
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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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================
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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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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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if (!(in_strafe.state & 1))
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{
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cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
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cl.viewangles[YAW] += 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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{
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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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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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================
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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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void CL_BaseMove (usercmd_t *cmd)
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{
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#ifdef UQUAKE
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if (cls.signon != SIGNONS)
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return;
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#endif
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CL_AdjustAngles ();
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memset (cmd, 0, sizeof(*cmd));
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#ifdef QUAKEWORLD
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VectorCopy (cl.viewangles, cmd->angles);
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#endif
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if (in_strafe.state & 1)
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{
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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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{
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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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{
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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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#ifdef QUAKE2
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/* This is broken, atm
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cmd->lightlevel = cl.light_level;
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*/
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#endif
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}
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int 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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#ifdef QUAKEWORLD
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/*
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==============
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CL_FinishMove
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==============
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*/
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void 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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// 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] = ((int)(cmd->angles[i]*65536.0/360)&65535) * (360.0/65536.0);
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}
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/*
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=================
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CL_SendCmd
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=================
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*/
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void 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)
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Cam_Track(cmd);
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CL_FinishMove(cmd);
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Cam_FinishMove(cmd);
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// send this and the previous cmds in the message, so
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// if the last packet was dropped, it can be recovered
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buf.maxsize = 128;
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buf.cursize = 0;
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buf.data = data;
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MSG_WriteByte (&buf, clc_move);
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// save the position for a checksum byte
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checksumIndex = buf.cursize;
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MSG_WriteByte (&buf, 0);
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// write our lossage percentage
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lost = CL_CalcNet();
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MSG_WriteByte (&buf, (byte)lost);
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i = (cls.netchan.outgoing_sequence-2) & UPDATE_MASK;
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cmd = &cl.frames[i].cmd;
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MSG_WriteDeltaUsercmd (&buf, &nullcmd, cmd);
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oldcmd = cmd;
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i = (cls.netchan.outgoing_sequence-1) & UPDATE_MASK;
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cmd = &cl.frames[i].cmd;
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MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
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oldcmd = cmd;
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i = (cls.netchan.outgoing_sequence) & UPDATE_MASK;
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cmd = &cl.frames[i].cmd;
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MSG_WriteDeltaUsercmd (&buf, oldcmd, cmd);
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// calculate a checksum over the move commands
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buf.data[checksumIndex] = COM_BlockSequenceCRCByte(
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buf.data + checksumIndex + 1, buf.cursize - checksumIndex - 1,
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seq_hash);
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// request delta compression of entities
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if (cls.netchan.outgoing_sequence - cl.validsequence >= UPDATE_BACKUP-1)
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cl.validsequence = 0;
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if (cl.validsequence && !cl_nodelta->value && cls.state == ca_active &&
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!cls.demorecording)
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{
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cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = cl.validsequence;
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MSG_WriteByte (&buf, clc_delta);
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MSG_WriteByte (&buf, cl.validsequence&255);
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}
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else
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cl.frames[cls.netchan.outgoing_sequence&UPDATE_MASK].delta_sequence = -1;
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if (cls.demorecording)
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CL_WriteDemoCmd(cmd);
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//
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// deliver the message
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//
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Netchan_Transmit (&cls.netchan, buf.cursize, buf.data);
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}
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#else
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/*
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=================
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CL_SendCmd
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=================
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*/
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void CL_SendCmd (void)
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{
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usercmd_t cmd;
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if (cls.state < ca_connected)
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return;
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if (cls.signon == SIGNONS)
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{
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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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IN_Move(&cmd);
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// send the unreliable message
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CL_SendMove (&cmd);
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}
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if (cls.demoplayback)
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{
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SZ_Clear (&cls.netchan.message);
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return;
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}
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|
// send the reliable message
|
|
if (!cls.netchan.message.cursize)
|
|
return; // no message at all
|
|
|
|
if (!NET_CanSendMessage (cls.netcon))
|
|
{
|
|
Con_DPrintf ("CL_WriteToServer: can't send\n");
|
|
return;
|
|
}
|
|
|
|
if (NET_SendMessage (cls.netcon, &cls.netchan.message) == -1)
|
|
Host_Error ("CL_WriteToServer: lost server connection");
|
|
|
|
SZ_Clear (&cls.netchan.message);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_SendMove
|
|
==============
|
|
*/
|
|
void CL_SendMove (usercmd_t *cmd)
|
|
{
|
|
int i;
|
|
int bits;
|
|
sizebuf_t buf;
|
|
byte data[128];
|
|
|
|
buf.maxsize = 128;
|
|
buf.cursize = 0;
|
|
buf.data = data;
|
|
|
|
cl.cmd = *cmd;
|
|
|
|
//
|
|
// send the movement message
|
|
//
|
|
MSG_WriteByte (&buf, clc_move);
|
|
|
|
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
MSG_WriteAngle (&buf, cl.viewangles[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;
|
|
|
|
MSG_WriteByte (&buf, bits);
|
|
|
|
MSG_WriteByte (&buf, in_impulse);
|
|
in_impulse = 0;
|
|
|
|
#ifdef QUAKE2
|
|
//
|
|
// light level
|
|
//
|
|
MSG_WriteByte (&buf, cmd->lightlevel);
|
|
#endif
|
|
|
|
//
|
|
// 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 ();
|
|
}
|
|
}
|
|
#endif
|
|
/*
|
|
============
|
|
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 ("impulse", IN_Impulse);
|
|
Cmd_AddCommand ("+klook", IN_KLookDown);
|
|
Cmd_AddCommand ("-klook", IN_KLookUp);
|
|
Cmd_AddCommand ("+mlook", IN_MLookDown);
|
|
Cmd_AddCommand ("-mlook", IN_MLookUp);
|
|
|
|
cl_nodelta = Cvar_Get ("cl_nodelta","0",0,"None");
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_ClearStates
|
|
============
|
|
*/
|
|
void CL_ClearStates (void)
|
|
{
|
|
}
|
|
|