diff --git a/nq/source/cl_input.c b/nq/source/cl_input.c index f0e5ea220..4ea76bb65 100644 --- a/nq/source/cl_input.c +++ b/nq/source/cl_input.c @@ -77,7 +77,7 @@ int in_impulse; static void -KeyDown (kbutton_t *b) +KeyPress (kbutton_t *b) { const char *c; int k; @@ -107,7 +107,7 @@ KeyDown (kbutton_t *b) } static void -KeyUp (kbutton_t *b) +KeyRelease (kbutton_t *b) { const char *c; int k; @@ -141,209 +141,209 @@ KeyUp (kbutton_t *b) } static void -IN_KLookDown (void) +IN_KLookPress (void) { - KeyDown (&in_klook); + KeyPress (&in_klook); } static void -IN_KLookUp (void) +IN_KLookRelease (void) { - KeyUp (&in_klook); + KeyRelease (&in_klook); } static void -IN_MLookDown (void) +IN_MLookPress (void) { - KeyDown (&in_mlook); + KeyPress (&in_mlook); } static void -IN_MLookUp (void) +IN_MLookRelease (void) { - KeyUp (&in_mlook); + KeyRelease (&in_mlook); if (!(in_mlook.state & 1) && lookspring->int_val) V_StartPitchDrift (); } static void -IN_UpDown (void) +IN_UpPress (void) { - KeyDown (&in_up); + KeyPress (&in_up); } static void -IN_UpUp (void) +IN_UpRelease (void) { - KeyUp (&in_up); + KeyRelease (&in_up); } static void -IN_DownDown (void) +IN_DownPress (void) { - KeyDown (&in_down); + KeyPress (&in_down); } static void -IN_DownUp (void) +IN_DownRelease (void) { - KeyUp (&in_down); + KeyRelease (&in_down); } static void -IN_LeftDown (void) +IN_LeftPress (void) { - KeyDown (&in_left); + KeyPress (&in_left); } static void -IN_LeftUp (void) +IN_LeftRelease (void) { - KeyUp (&in_left); + KeyRelease (&in_left); } static void -IN_RightDown (void) +IN_RightPress (void) { - KeyDown (&in_right); + KeyPress (&in_right); } static void -IN_RightUp (void) +IN_RightRelease (void) { - KeyUp (&in_right); + KeyRelease (&in_right); } static void -IN_ForwardDown (void) +IN_ForwardPress (void) { - KeyDown (&in_forward); + KeyPress (&in_forward); } static void -IN_ForwardUp (void) +IN_ForwardRelease (void) { - KeyUp (&in_forward); + KeyRelease (&in_forward); } static void -IN_BackDown (void) +IN_BackPress (void) { - KeyDown (&in_back); + KeyPress (&in_back); } static void -IN_BackUp (void) +IN_BackRelease (void) { - KeyUp (&in_back); + KeyRelease (&in_back); } static void -IN_LookupDown (void) +IN_LookupPress (void) { - KeyDown (&in_lookup); + KeyPress (&in_lookup); } static void -IN_LookupUp (void) +IN_LookupRelease (void) { - KeyUp (&in_lookup); + KeyRelease (&in_lookup); } static void -IN_LookdownDown (void) +IN_LookdownPress (void) { - KeyDown (&in_lookdown); + KeyPress (&in_lookdown); } static void -IN_LookdownUp (void) +IN_LookdownRelease (void) { - KeyUp (&in_lookdown); + KeyRelease (&in_lookdown); } static void -IN_MoveleftDown (void) +IN_MoveleftPress (void) { - KeyDown (&in_moveleft); + KeyPress (&in_moveleft); } static void -IN_MoveleftUp (void) +IN_MoveleftRelease (void) { - KeyUp (&in_moveleft); + KeyRelease (&in_moveleft); } static void -IN_MoverightDown (void) +IN_MoverightPress (void) { - KeyDown (&in_moveright); + KeyPress (&in_moveright); } static void -IN_MoverightUp (void) +IN_MoverightRelease (void) { - KeyUp (&in_moveright); + KeyRelease (&in_moveright); } static void -IN_SpeedDown (void) +IN_SpeedPress (void) { - KeyDown (&in_speed); + KeyPress (&in_speed); } static void -IN_SpeedUp (void) +IN_SpeedRelease (void) { - KeyUp (&in_speed); + KeyRelease (&in_speed); } static void -IN_StrafeDown (void) +IN_StrafePress (void) { - KeyDown (&in_strafe); + KeyPress (&in_strafe); } static void -IN_StrafeUp (void) +IN_StrafeRelease (void) { - KeyUp (&in_strafe); + KeyRelease (&in_strafe); } static void -IN_AttackDown (void) +IN_AttackPress (void) { - KeyDown (&in_attack); + KeyPress (&in_attack); } static void -IN_AttackUp (void) +IN_AttackRelease (void) { - KeyUp (&in_attack); + KeyRelease (&in_attack); } static void -IN_UseDown (void) +IN_UsePress (void) { - KeyDown (&in_use); + KeyPress (&in_use); } static void -IN_UseUp (void) +IN_UseRelease (void) { - KeyUp (&in_use); + KeyRelease (&in_use); } static void -IN_JumpDown (void) +IN_JumpPress (void) { - KeyDown (&in_jump); + KeyPress (&in_jump); } static void -IN_JumpUp (void) +IN_JumpRelease (void) { - KeyUp (&in_jump); + KeyRelease (&in_jump); } static void @@ -461,7 +461,6 @@ CL_AdjustAngles (void) } - /* CL_BaseMove @@ -509,18 +508,19 @@ CL_BaseMove (usercmd_t *cmd) IN_Move (); // adjust for chase camera angles - if (chase_active->int_val == 2 || chase_active->int_val == 3) - { - vec3_t dir = {0,0,0}, forward, right, up, f, r; + if (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; } @@ -553,7 +553,7 @@ CL_SendMove (usercmd_t *cmd) // send the movement message MSG_WriteByte (&buf, clc_move); - MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times + MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times MSG_WriteAngleV (&buf, cl.viewangles); @@ -595,75 +595,76 @@ CL_SendMove (usercmd_t *cmd) void CL_InitInput (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"); }