mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
Much diff reduction.
In the process, found a bug where the yaw speed was not being limited as desired.
This commit is contained in:
parent
88005f6710
commit
245cfb0b6f
5 changed files with 197 additions and 169 deletions
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@ -131,12 +131,28 @@ typedef struct
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int signon; // 0 to SIGNONS
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struct qsocket_s *netcon;
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sizebuf_t message; // writing buffer to send to server
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int sv_cshifts;
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} client_static_t;
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extern client_static_t cls;
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#define FPD_NO_MACROS 0x0001 // Many clients ignore this, and it isn't used, but let's honor it
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#define FPD_NO_TIMERS 0x0002 // We never allow timers anyway
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#define FPD_NO_STRIGGER 0x0004 // Don't have soundtrigger yet, but this disables it
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#define FPD_HIDE_PERCENTE 0x0020 // Ditto
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#define FPD_HIDE_POINT 0x0080 // Can ignore if we do visibility checking for point
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#define FPD_NO_TEAMSKIN 0x0100 // Disable skin force
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#define FPD_NO_TEAMCOLOR 0x0200 // Disable color force
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#define FPD_HIDE_ITEM 0x0400 // No idea what this does
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#define FPD_LIMIT_PITCH 0x4000 // Limit pitchspeed
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#define FPD_LIMIT_YAW 0x8000 // Limit yawspeed
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#define FPD_DEFAULT (FPD_HIDE_PERCENTE | FPD_NO_TEAMSKIN)
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// These limits prevent a usable RJ script, requiring > 0.1 sec of turning time.
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#define FPD_MAXPITCH 1000
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#define FPD_MAXYAW 2000
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/*
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the client_state_t structure is wiped completely at every
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server signon
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@ -220,6 +236,10 @@ typedef struct
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scoreboard_t *scores; // [cl.maxclients]
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unsigned protocol;
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int sv_cshifts;
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int chase;
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int fpd;
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} client_state_t;
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@ -309,7 +329,7 @@ void CL_NextDemo (void);
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// cl_input
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void CL_InitInput (void);
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void CL_Input_Init (void);
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void CL_SendCmd (void);
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void CL_SendMove (usercmd_t *cmd);
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@ -67,7 +67,6 @@ static __attribute__ ((used)) const char rcsid[] =
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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_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_use, in_jump, in_attack;
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@ -163,7 +162,7 @@ static void
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IN_MLookRelease (void)
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{
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KeyRelease (&in_mlook);
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if (!(in_mlook.state & 1) && lookspring->int_val)
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if (!freelook && lookspring->int_val)
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V_StartPitchDrift ();
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}
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@ -419,37 +418,46 @@ cvar_t *cl_yawspeed;
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static void
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CL_AdjustAngles (void)
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{
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float speed, up, down;
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float down, up;
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float pitchspeed, yawspeed;
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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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pitchspeed = cl_pitchspeed->value;
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yawspeed = cl_yawspeed->value;
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if (in_speed.state & 1) {
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pitchspeed *= cl_anglespeedkey->value;
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yawspeed *= cl_anglespeedkey->value;
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}
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if ((cl.fpd & FPD_LIMIT_PITCH) && pitchspeed > FPD_MAXPITCH)
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pitchspeed = FPD_MAXPITCH;
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if ((cl.fpd & FPD_LIMIT_YAW) && yawspeed > FPD_MAXYAW)
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yawspeed = FPD_MAXYAW;
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pitchspeed *= host_frametime;
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yawspeed *= 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] -= yawspeed * CL_KeyState (&in_right);
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cl.viewangles[YAW] += yawspeed * 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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cl.viewangles[PITCH] -= pitchspeed * CL_KeyState (&in_forward);
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cl.viewangles[PITCH] += pitchspeed * 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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cl.viewangles[PITCH] -= pitchspeed * up;
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cl.viewangles[PITCH] += pitchspeed * down;
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if (up || down)
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V_StopPitchDrift ();
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// FIXME: Need to clean up view angle limits
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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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@ -459,7 +467,6 @@ CL_AdjustAngles (void)
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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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@ -509,9 +516,10 @@ CL_BaseMove (usercmd_t *cmd)
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IN_Move ();
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// adjust for chase camera angles
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if (chase_active->int_val == 2 || chase_active->int_val == 3) {
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vec3_t forward, right, up, f, r;
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vec3_t dir = {0, 0, 0};
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if (cl.chase
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&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
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vec3_t forward, right, up, f, r;
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vec3_t dir = {0, 0, 0};
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dir[1] = r_refdef.viewangles[1] - cl.viewangles[1];
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AngleVectors (dir, forward, right, up);
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@ -594,7 +602,7 @@ CL_SendMove (usercmd_t *cmd)
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}
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void
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CL_InitInput (void)
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CL_Input_Init (void)
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{
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Cmd_AddCommand ("+moveup", IN_UpPress, "When active the player is "
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"swimming up in a liquid");
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@ -156,6 +156,7 @@ CL_ClearState (void)
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// wipe the entire cl structure
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memset (&cl, 0, sizeof (cl));
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cl.chase = 1;
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r_force_fullscreen = 0;
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CL_Init_Entity (&cl.viewent);
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@ -765,7 +766,7 @@ CL_Init (void)
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{
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SZ_Alloc (&cls.message, 1024);
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CL_InitInput ();
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CL_Input_Init ();
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CL_TEnts_Init ();
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CL_ClearState ();
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@ -89,10 +89,10 @@ int in_impulse;
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static void
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KeyDown (kbutton_t *b)
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KeyPress (kbutton_t *b)
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{
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int k;
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const char *c;
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int k;
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c = Cmd_Argv (1);
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if (c[0])
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@ -119,10 +119,10 @@ KeyDown (kbutton_t *b)
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}
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static void
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KeyUp (kbutton_t *b)
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KeyRelease (kbutton_t *b)
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{
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int k;
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const char *c;
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int k;
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c = Cmd_Argv (1);
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if (c[0])
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@ -153,209 +153,209 @@ KeyUp (kbutton_t *b)
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}
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static void
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IN_KLookDown (void)
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IN_KLookPress (void)
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{
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KeyDown (&in_klook);
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KeyPress (&in_klook);
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}
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static void
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IN_KLookUp (void)
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IN_KLookRelease (void)
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{
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KeyUp (&in_klook);
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KeyRelease (&in_klook);
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}
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static void
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IN_MLookDown (void)
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IN_MLookPress (void)
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{
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KeyDown (&in_mlook);
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KeyPress (&in_mlook);
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}
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static void
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IN_MLookUp (void)
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IN_MLookRelease (void)
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{
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KeyUp (&in_mlook);
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KeyRelease (&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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static void
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IN_UpDown (void)
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IN_UpPress (void)
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{
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KeyDown (&in_up);
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KeyPress (&in_up);
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}
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static void
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IN_UpUp (void)
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IN_UpRelease (void)
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{
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KeyUp (&in_up);
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KeyRelease (&in_up);
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}
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static void
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IN_DownDown (void)
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IN_DownPress (void)
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{
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KeyDown (&in_down);
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KeyPress (&in_down);
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}
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static void
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IN_DownUp (void)
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IN_DownRelease (void)
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{
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KeyUp (&in_down);
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KeyRelease (&in_down);
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}
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static void
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IN_LeftDown (void)
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IN_LeftPress (void)
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{
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KeyDown (&in_left);
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KeyPress (&in_left);
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}
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static void
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IN_LeftUp (void)
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IN_LeftRelease (void)
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{
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KeyUp (&in_left);
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KeyRelease (&in_left);
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}
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static void
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IN_RightDown (void)
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IN_RightPress (void)
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{
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KeyDown (&in_right);
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KeyPress (&in_right);
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}
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static void
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IN_RightUp (void)
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IN_RightRelease (void)
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{
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KeyUp (&in_right);
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KeyRelease (&in_right);
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}
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static void
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IN_ForwardDown (void)
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IN_ForwardPress (void)
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{
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KeyDown (&in_forward);
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KeyPress (&in_forward);
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}
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static void
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IN_ForwardUp (void)
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IN_ForwardRelease (void)
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{
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KeyUp (&in_forward);
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KeyRelease (&in_forward);
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}
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static void
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IN_BackDown (void)
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IN_BackPress (void)
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{
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KeyDown (&in_back);
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KeyPress (&in_back);
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}
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static void
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IN_BackUp (void)
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IN_BackRelease (void)
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{
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KeyUp (&in_back);
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KeyRelease (&in_back);
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}
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static void
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IN_LookupDown (void)
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IN_LookupPress (void)
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{
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KeyDown (&in_lookup);
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KeyPress (&in_lookup);
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}
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static void
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IN_LookupUp (void)
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IN_LookupRelease (void)
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{
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KeyUp (&in_lookup);
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KeyRelease (&in_lookup);
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}
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static void
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IN_LookdownDown (void)
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IN_LookdownPress (void)
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{
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KeyDown (&in_lookdown);
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KeyPress (&in_lookdown);
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}
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static void
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IN_LookdownUp (void)
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IN_LookdownRelease (void)
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{
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KeyUp (&in_lookdown);
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KeyRelease (&in_lookdown);
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}
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static void
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IN_MoveleftDown (void)
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IN_MoveleftPress (void)
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{
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KeyDown (&in_moveleft);
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KeyPress (&in_moveleft);
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}
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static void
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IN_MoveleftUp (void)
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IN_MoveleftRelease (void)
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{
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KeyUp (&in_moveleft);
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KeyRelease (&in_moveleft);
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}
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static void
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IN_MoverightDown (void)
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IN_MoverightPress (void)
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{
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KeyDown (&in_moveright);
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KeyPress (&in_moveright);
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}
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static void
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IN_MoverightUp (void)
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IN_MoverightRelease (void)
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{
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KeyUp (&in_moveright);
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KeyRelease (&in_moveright);
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}
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static void
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IN_SpeedDown (void)
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IN_SpeedPress (void)
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{
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KeyDown (&in_speed);
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KeyPress (&in_speed);
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}
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static void
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IN_SpeedUp (void)
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IN_SpeedRelease (void)
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{
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KeyUp (&in_speed);
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KeyRelease (&in_speed);
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}
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static void
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IN_StrafeDown (void)
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IN_StrafePress (void)
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{
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KeyDown (&in_strafe);
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KeyPress (&in_strafe);
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}
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static void
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IN_StrafeUp (void)
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IN_StrafeRelease (void)
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{
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KeyUp (&in_strafe);
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KeyRelease (&in_strafe);
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}
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static void
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IN_AttackDown (void)
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IN_AttackPress (void)
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{
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KeyDown (&in_attack);
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KeyPress (&in_attack);
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}
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static void
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IN_AttackUp (void)
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IN_AttackRelease (void)
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{
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KeyUp (&in_attack);
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KeyRelease (&in_attack);
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}
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static void
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IN_UseDown (void)
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IN_UsePress (void)
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{
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KeyDown (&in_use);
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KeyPress (&in_use);
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}
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static void
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IN_UseUp (void)
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IN_UseRelease (void)
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{
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KeyUp (&in_use);
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KeyRelease (&in_use);
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}
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static void
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IN_JumpDown (void)
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IN_JumpPress (void)
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{
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KeyDown (&in_jump);
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KeyPress (&in_jump);
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}
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static void
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IN_JumpUp (void)
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IN_JumpRelease (void)
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{
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KeyUp (&in_jump);
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KeyRelease (&in_jump);
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}
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static void
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|
@ -376,7 +376,7 @@ IN_Impulse (void)
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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 // FIXME: float? for 4 states? Ugh!
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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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|
@ -417,8 +417,6 @@ CL_KeyState (kbutton_t *key)
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return val;
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}
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//==========================================================================
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cvar_t *cl_anglespeedkey;
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cvar_t *cl_backspeed;
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cvar_t *cl_forwardspeed;
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|
@ -449,29 +447,28 @@ CL_AdjustAngles (void)
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if ((cl.fpd & FPD_LIMIT_PITCH) && pitchspeed > FPD_MAXPITCH)
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pitchspeed = FPD_MAXPITCH;
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if ((cl.fpd & FPD_LIMIT_YAW) && pitchspeed > FPD_MAXYAW)
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pitchspeed = FPD_MAXYAW;
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if ((cl.fpd & FPD_LIMIT_YAW) && yawspeed > FPD_MAXYAW)
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yawspeed = FPD_MAXYAW;
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pitchspeed *= host_frametime;
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yawspeed *= host_frametime;
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if (!(in_strafe.state & 1)) {
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cl.viewangles[YAW] -=
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host_frametime * yawspeed * CL_KeyState (&in_right);
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cl.viewangles[YAW] +=
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host_frametime * yawspeed * CL_KeyState (&in_left);
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cl.viewangles[YAW] -= yawspeed * CL_KeyState (&in_right);
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cl.viewangles[YAW] += yawspeed * 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 ();
|
||||
cl.viewangles[PITCH] -=
|
||||
host_frametime * pitchspeed * CL_KeyState (&in_forward);
|
||||
cl.viewangles[PITCH] +=
|
||||
host_frametime * pitchspeed * CL_KeyState (&in_back);
|
||||
cl.viewangles[PITCH] -= pitchspeed * CL_KeyState (&in_forward);
|
||||
cl.viewangles[PITCH] += pitchspeed * CL_KeyState (&in_back);
|
||||
}
|
||||
|
||||
up = CL_KeyState (&in_lookup);
|
||||
down = CL_KeyState (&in_lookdown);
|
||||
|
||||
cl.viewangles[PITCH] -= host_frametime * pitchspeed * up;
|
||||
cl.viewangles[PITCH] += host_frametime * pitchspeed * down;
|
||||
cl.viewangles[PITCH] -= pitchspeed * up;
|
||||
cl.viewangles[PITCH] += pitchspeed * down;
|
||||
|
||||
if (up || down)
|
||||
V_StopPitchDrift ();
|
||||
|
@ -533,19 +530,20 @@ CL_BaseMove (usercmd_t *cmd)
|
|||
IN_Move ();
|
||||
|
||||
// adjust for chase camera angles
|
||||
if (cl.chase
|
||||
&& (chase_active->int_val == 2 || chase_active->int_val == 3))
|
||||
{
|
||||
vec3_t dir = {0,0,0}, forward, right, up, f, r;
|
||||
if (cl.chase
|
||||
&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
|
||||
vec3_t forward, right, up, f, r;
|
||||
vec3_t dir = {0, 0, 0};
|
||||
|
||||
dir[1] = r_refdef.viewangles[1] - cl.viewangles[1];
|
||||
AngleVectors (dir, forward, right, up);
|
||||
VectorScale (forward, cmd->forwardmove, f);
|
||||
VectorScale (right, cmd->sidemove, r);
|
||||
VectorScale (right, cmd->sidemove, r);
|
||||
cmd->forwardmove = f[0] + r[0];
|
||||
cmd->sidemove = f[1] + r[1];
|
||||
cmd->sidemove = f[1] + r[1];
|
||||
VectorScale (forward, viewdelta.position[2], f);
|
||||
VectorScale (right, viewdelta.position[0], r);
|
||||
viewdelta.position[2] = f[0] + r[0];
|
||||
VectorScale (right, viewdelta.position[0], r);
|
||||
viewdelta.position[2] = f[0] + r[0];
|
||||
viewdelta.position[0] = (f[1] + r[1]) * -1;
|
||||
}
|
||||
|
||||
|
@ -767,77 +765,78 @@ CL_SendCmd (void)
|
|||
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 "
|
||||
Cmd_AddCommand ("+moveup", IN_UpPress, "When active the player is "
|
||||
"swimming up in a liquid");
|
||||
Cmd_AddCommand ("+movedown", IN_DownDown, "When active the player is "
|
||||
Cmd_AddCommand ("-moveup", IN_UpRelease, "When active the player is not "
|
||||
"swimming up in a liquid");
|
||||
Cmd_AddCommand ("+movedown", IN_DownPress, "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 "
|
||||
Cmd_AddCommand ("-movedown", IN_DownRelease, "When active the player is "
|
||||
"not swimming down in a liquid");
|
||||
Cmd_AddCommand ("+left", IN_LeftPress, "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 "
|
||||
Cmd_AddCommand ("-left", IN_LeftRelease, "When active the player is not "
|
||||
"turning left");
|
||||
Cmd_AddCommand ("+right", IN_RightPress, "When active the player is "
|
||||
"turning right");
|
||||
Cmd_AddCommand ("-right", IN_RightUp, "When active the player is not "
|
||||
Cmd_AddCommand ("-right", IN_RightRelease, "When active the player is not "
|
||||
"turning right");
|
||||
Cmd_AddCommand ("+forward", IN_ForwardDown, "When active the player is "
|
||||
Cmd_AddCommand ("+forward", IN_ForwardPress, "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 "
|
||||
Cmd_AddCommand ("-forward", IN_ForwardRelease, "When active the player is "
|
||||
"not moving forward");
|
||||
Cmd_AddCommand ("+back", IN_BackPress, "When active the player is moving "
|
||||
"backwards");
|
||||
Cmd_AddCommand ("-back", IN_BackUp, "When active the player is not "
|
||||
Cmd_AddCommand ("-back", IN_BackRelease, "When active the player is not "
|
||||
"moving backwards");
|
||||
Cmd_AddCommand ("+lookup", IN_LookupDown, "When active the player's view "
|
||||
Cmd_AddCommand ("+lookup", IN_LookupPress, "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 "
|
||||
Cmd_AddCommand ("-lookup", IN_LookupRelease, "When active the player's "
|
||||
"view is not looking up");
|
||||
Cmd_AddCommand ("+strafe", IN_StrafeDown, "When active, +left and +right "
|
||||
Cmd_AddCommand ("+lookdown", IN_LookdownPress, "When active the player's "
|
||||
"view is looking down");
|
||||
Cmd_AddCommand ("-lookdown", IN_LookdownRelease, "When active the "
|
||||
"player's view is not looking up");
|
||||
Cmd_AddCommand ("+strafe", IN_StrafePress, "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 "
|
||||
Cmd_AddCommand ("-strafe", IN_StrafeRelease, "When active, +left and "
|
||||
"+right stop functioning like +moveleft and +moveright");
|
||||
Cmd_AddCommand ("+moveleft", IN_MoveleftPress, "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 "
|
||||
Cmd_AddCommand ("-moveleft", IN_MoveleftRelease, "When active the player "
|
||||
"is not strafing left");
|
||||
Cmd_AddCommand ("+moveright", IN_MoverightPress, "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 "
|
||||
Cmd_AddCommand ("-moveright", IN_MoverightRelease, "When active the "
|
||||
"player is not strafing right");
|
||||
Cmd_AddCommand ("+speed", IN_SpeedPress, "When active the player is "
|
||||
"running");
|
||||
Cmd_AddCommand ("-speed", IN_SpeedUp, "When active the player is not "
|
||||
Cmd_AddCommand ("-speed", IN_SpeedRelease, "When active the player is not "
|
||||
"running");
|
||||
Cmd_AddCommand ("+attack", IN_AttackDown, "When active player is "
|
||||
Cmd_AddCommand ("+attack", IN_AttackPress, "When active player is "
|
||||
"firing/using current weapon");
|
||||
Cmd_AddCommand ("-attack", IN_AttackUp, "When active player is not "
|
||||
Cmd_AddCommand ("-attack", IN_AttackRelease, "When active player is not "
|
||||
"firing/using current weapon");
|
||||
Cmd_AddCommand ("+use", IN_UseDown, "Non-functional. Left over command "
|
||||
Cmd_AddCommand ("+use", IN_UsePress, "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 "
|
||||
Cmd_AddCommand ("-use", IN_UseRelease, "Non-functional. Left over command "
|
||||
"for opening doors and triggering switches");
|
||||
Cmd_AddCommand ("+jump", IN_JumpPress, "When active the player is "
|
||||
"jumping");
|
||||
Cmd_AddCommand ("-jump", IN_JumpRelease, "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 "
|
||||
Cmd_AddCommand ("+klook", IN_KLookPress, "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 "
|
||||
Cmd_AddCommand ("-klook", IN_KLookRelease, "When active, +forward and "
|
||||
"+back don't perform +lookup and +lookdown");
|
||||
Cmd_AddCommand ("+mlook", IN_MLookPress, "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");
|
||||
Cmd_AddCommand ("-mlook", IN_MLookRelease, "When active moving the mouse "
|
||||
"or joystick forwards and backwards doesn't perform "
|
||||
"+lookup and +lookdown");
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -242,7 +242,7 @@ void
|
|||
V_ParseDamage (void)
|
||||
{
|
||||
float count, side;
|
||||
int armor, blood, i;
|
||||
int armor, blood;
|
||||
vec3_t forward, from, right, up;
|
||||
|
||||
armor = MSG_ReadByte (net_message);
|
||||
|
|
Loading…
Reference in a new issue