Rename some functions. Now have IN_DownPress instead of IN_DownDown.

Slightly more obvious at a glance what is going on, without rooting around in
source.
This commit is contained in:
Ragnvald Maartmann-Moe IV 2004-02-03 05:16:22 +00:00
parent 4f9a24d94d
commit 3dff32a314

View file

@ -77,7 +77,7 @@ int in_impulse;
static void static void
KeyDown (kbutton_t *b) KeyPress (kbutton_t *b)
{ {
const char *c; const char *c;
int k; int k;
@ -107,7 +107,7 @@ KeyDown (kbutton_t *b)
} }
static void static void
KeyUp (kbutton_t *b) KeyRelease (kbutton_t *b)
{ {
const char *c; const char *c;
int k; int k;
@ -141,209 +141,209 @@ KeyUp (kbutton_t *b)
} }
static void static void
IN_KLookDown (void) IN_KLookPress (void)
{ {
KeyDown (&in_klook); KeyPress (&in_klook);
} }
static void static void
IN_KLookUp (void) IN_KLookRelease (void)
{ {
KeyUp (&in_klook); KeyRelease (&in_klook);
} }
static void static void
IN_MLookDown (void) IN_MLookPress (void)
{ {
KeyDown (&in_mlook); KeyPress (&in_mlook);
} }
static void static void
IN_MLookUp (void) IN_MLookRelease (void)
{ {
KeyUp (&in_mlook); KeyRelease (&in_mlook);
if (!(in_mlook.state & 1) && lookspring->int_val) if (!(in_mlook.state & 1) && lookspring->int_val)
V_StartPitchDrift (); V_StartPitchDrift ();
} }
static void static void
IN_UpDown (void) IN_UpPress (void)
{ {
KeyDown (&in_up); KeyPress (&in_up);
} }
static void static void
IN_UpUp (void) IN_UpRelease (void)
{ {
KeyUp (&in_up); KeyRelease (&in_up);
} }
static void static void
IN_DownDown (void) IN_DownPress (void)
{ {
KeyDown (&in_down); KeyPress (&in_down);
} }
static void static void
IN_DownUp (void) IN_DownRelease (void)
{ {
KeyUp (&in_down); KeyRelease (&in_down);
} }
static void static void
IN_LeftDown (void) IN_LeftPress (void)
{ {
KeyDown (&in_left); KeyPress (&in_left);
} }
static void static void
IN_LeftUp (void) IN_LeftRelease (void)
{ {
KeyUp (&in_left); KeyRelease (&in_left);
} }
static void static void
IN_RightDown (void) IN_RightPress (void)
{ {
KeyDown (&in_right); KeyPress (&in_right);
} }
static void static void
IN_RightUp (void) IN_RightRelease (void)
{ {
KeyUp (&in_right); KeyRelease (&in_right);
} }
static void static void
IN_ForwardDown (void) IN_ForwardPress (void)
{ {
KeyDown (&in_forward); KeyPress (&in_forward);
} }
static void static void
IN_ForwardUp (void) IN_ForwardRelease (void)
{ {
KeyUp (&in_forward); KeyRelease (&in_forward);
} }
static void static void
IN_BackDown (void) IN_BackPress (void)
{ {
KeyDown (&in_back); KeyPress (&in_back);
} }
static void static void
IN_BackUp (void) IN_BackRelease (void)
{ {
KeyUp (&in_back); KeyRelease (&in_back);
} }
static void static void
IN_LookupDown (void) IN_LookupPress (void)
{ {
KeyDown (&in_lookup); KeyPress (&in_lookup);
} }
static void static void
IN_LookupUp (void) IN_LookupRelease (void)
{ {
KeyUp (&in_lookup); KeyRelease (&in_lookup);
} }
static void static void
IN_LookdownDown (void) IN_LookdownPress (void)
{ {
KeyDown (&in_lookdown); KeyPress (&in_lookdown);
} }
static void static void
IN_LookdownUp (void) IN_LookdownRelease (void)
{ {
KeyUp (&in_lookdown); KeyRelease (&in_lookdown);
} }
static void static void
IN_MoveleftDown (void) IN_MoveleftPress (void)
{ {
KeyDown (&in_moveleft); KeyPress (&in_moveleft);
} }
static void static void
IN_MoveleftUp (void) IN_MoveleftRelease (void)
{ {
KeyUp (&in_moveleft); KeyRelease (&in_moveleft);
} }
static void static void
IN_MoverightDown (void) IN_MoverightPress (void)
{ {
KeyDown (&in_moveright); KeyPress (&in_moveright);
} }
static void static void
IN_MoverightUp (void) IN_MoverightRelease (void)
{ {
KeyUp (&in_moveright); KeyRelease (&in_moveright);
} }
static void static void
IN_SpeedDown (void) IN_SpeedPress (void)
{ {
KeyDown (&in_speed); KeyPress (&in_speed);
} }
static void static void
IN_SpeedUp (void) IN_SpeedRelease (void)
{ {
KeyUp (&in_speed); KeyRelease (&in_speed);
} }
static void static void
IN_StrafeDown (void) IN_StrafePress (void)
{ {
KeyDown (&in_strafe); KeyPress (&in_strafe);
} }
static void static void
IN_StrafeUp (void) IN_StrafeRelease (void)
{ {
KeyUp (&in_strafe); KeyRelease (&in_strafe);
} }
static void static void
IN_AttackDown (void) IN_AttackPress (void)
{ {
KeyDown (&in_attack); KeyPress (&in_attack);
} }
static void static void
IN_AttackUp (void) IN_AttackRelease (void)
{ {
KeyUp (&in_attack); KeyRelease (&in_attack);
} }
static void static void
IN_UseDown (void) IN_UsePress (void)
{ {
KeyDown (&in_use); KeyPress (&in_use);
} }
static void static void
IN_UseUp (void) IN_UseRelease (void)
{ {
KeyUp (&in_use); KeyRelease (&in_use);
} }
static void static void
IN_JumpDown (void) IN_JumpPress (void)
{ {
KeyDown (&in_jump); KeyPress (&in_jump);
} }
static void static void
IN_JumpUp (void) IN_JumpRelease (void)
{ {
KeyUp (&in_jump); KeyRelease (&in_jump);
} }
static void static void
@ -461,7 +461,6 @@ CL_AdjustAngles (void)
} }
/* /*
CL_BaseMove CL_BaseMove
@ -509,18 +508,19 @@ CL_BaseMove (usercmd_t *cmd)
IN_Move (); IN_Move ();
// adjust for chase camera angles // adjust for chase camera angles
if (chase_active->int_val == 2 || chase_active->int_val == 3) if (chase_active->int_val == 2 || chase_active->int_val == 3) {
{ vec3_t forward, right, up, f, r;
vec3_t dir = {0,0,0}, forward, right, up, f, r; vec3_t dir = {0, 0, 0};
dir[1] = r_refdef.viewangles[1] - cl.viewangles[1]; dir[1] = r_refdef.viewangles[1] - cl.viewangles[1];
AngleVectors (dir, forward, right, up); AngleVectors (dir, forward, right, up);
VectorScale (forward, cmd->forwardmove, f); VectorScale (forward, cmd->forwardmove, f);
VectorScale (right, cmd->sidemove, r); VectorScale (right, cmd->sidemove, r);
cmd->forwardmove = f[0] + r[0]; 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 (forward, viewdelta.position[2], f);
VectorScale (right, viewdelta.position[0], r); VectorScale (right, viewdelta.position[0], r);
viewdelta.position[2] = f[0] + r[0]; viewdelta.position[2] = f[0] + r[0];
viewdelta.position[0] = (f[1] + r[1]) * -1; viewdelta.position[0] = (f[1] + r[1]) * -1;
} }
@ -553,7 +553,7 @@ CL_SendMove (usercmd_t *cmd)
// send the movement message // send the movement message
MSG_WriteByte (&buf, clc_move); 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); MSG_WriteAngleV (&buf, cl.viewangles);
@ -595,75 +595,76 @@ CL_SendMove (usercmd_t *cmd)
void void
CL_InitInput (void) CL_InitInput (void)
{ {
Cmd_AddCommand ("+moveup", IN_UpDown, "When active the player is swimming " Cmd_AddCommand ("+moveup", IN_UpPress, "When active the player is "
"up in a liquid");
Cmd_AddCommand ("-moveup", IN_UpUp, "When active the player is not "
"swimming up in a liquid"); "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"); "swimming down in a liquid");
Cmd_AddCommand ("-movedown", IN_DownUp, "When active the player is not " Cmd_AddCommand ("-movedown", IN_DownRelease, "When active the player is "
"swimming down in a liquid"); "not swimming down in a liquid");
Cmd_AddCommand ("+left", IN_LeftDown, "When active the player is turning " Cmd_AddCommand ("+left", IN_LeftPress, "When active the player is turning "
"left"); "left");
Cmd_AddCommand ("-left", IN_LeftUp, "When active the player is not turning" Cmd_AddCommand ("-left", IN_LeftRelease, "When active the player is not "
" left"); "turning left");
Cmd_AddCommand ("+right", IN_RightDown, "When active the player is " Cmd_AddCommand ("+right", IN_RightPress, "When active the player is "
"turning right"); "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"); "turning right");
Cmd_AddCommand ("+forward", IN_ForwardDown, "When active the player is " Cmd_AddCommand ("+forward", IN_ForwardPress, "When active the player is "
"moving forward"); "moving forward");
Cmd_AddCommand ("-forward", IN_ForwardUp, "When active the player is not " Cmd_AddCommand ("-forward", IN_ForwardRelease, "When active the player is "
"moving forward"); "not moving forward");
Cmd_AddCommand ("+back", IN_BackDown, "When active the player is moving " Cmd_AddCommand ("+back", IN_BackPress, "When active the player is moving "
"backwards"); "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"); "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"); "is looking up");
Cmd_AddCommand ("-lookup", IN_LookupUp, "When active the player's view is " Cmd_AddCommand ("-lookup", IN_LookupRelease, "When active the player's "
"not looking up");
Cmd_AddCommand ("+lookdown", IN_LookdownDown, "When active the player's "
"view is looking down");
Cmd_AddCommand ("-lookdown", IN_LookdownUp, "When active the player's "
"view is not looking up"); "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"); "function like +moveleft and +moveright");
Cmd_AddCommand ("-strafe", IN_StrafeUp, "When active, +left and +right " Cmd_AddCommand ("-strafe", IN_StrafeRelease, "When active, +left and "
"stop functioning like +moveleft and +moveright"); "+right stop functioning like +moveleft and +moveright");
Cmd_AddCommand ("+moveleft", IN_MoveleftDown, "When active the player is " Cmd_AddCommand ("+moveleft", IN_MoveleftPress, "When active the player is "
"strafing left"); "strafing left");
Cmd_AddCommand ("-moveleft", IN_MoveleftUp, "When active the player is " Cmd_AddCommand ("-moveleft", IN_MoveleftRelease, "When active the player "
"not strafing left"); "is not strafing left");
Cmd_AddCommand ("+moveright", IN_MoverightDown, "When active the player " Cmd_AddCommand ("+moveright", IN_MoverightPress, "When active the player "
"is strafing right"); "is strafing right");
Cmd_AddCommand ("-moveright", IN_MoverightUp, "When active the player is " Cmd_AddCommand ("-moveright", IN_MoverightRelease, "When active the "
"not strafing right"); "player is not strafing right");
Cmd_AddCommand ("+speed", IN_SpeedDown, "When active the player is " Cmd_AddCommand ("+speed", IN_SpeedPress, "When active the player is "
"running"); "running");
Cmd_AddCommand ("-speed", IN_SpeedUp, "When active the player is not " Cmd_AddCommand ("-speed", IN_SpeedRelease, "When active the player is not "
"running"); "running");
Cmd_AddCommand ("+attack", IN_AttackDown, "When active player is " Cmd_AddCommand ("+attack", IN_AttackPress, "When active player is "
"firing/using current weapon"); "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"); "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"); "for opening doors and triggering switches");
Cmd_AddCommand ("-use", IN_UseUp, "Non-functional. Left over command for " Cmd_AddCommand ("-use", IN_UseRelease, "Non-functional. Left over command "
"opening doors and triggering switches"); "for opening doors and triggering switches");
Cmd_AddCommand ("+jump", IN_JumpDown, "When active the player is jumping"); Cmd_AddCommand ("+jump", IN_JumpPress, "When active the player is "
Cmd_AddCommand ("-jump", IN_JumpUp, "When active the player is not " "jumping");
Cmd_AddCommand ("-jump", IN_JumpRelease, "When active the player is not "
"jumping"); "jumping");
Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC " Cmd_AddCommand ("impulse", IN_Impulse, "Call a game function or QuakeC "
"function."); "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"); "perform +lookup and +lookdown");
Cmd_AddCommand ("-klook", IN_KLookUp, "When active, +forward and +back " Cmd_AddCommand ("-klook", IN_KLookRelease, "When active, +forward and "
"don't perform +lookup and +lookdown"); "+back don't perform +lookup and +lookdown");
Cmd_AddCommand ("+mlook", IN_MLookDown, "When active moving the mouse or " Cmd_AddCommand ("+mlook", IN_MLookPress, "When active moving the mouse or "
"joystick forwards and backwards performs +lookup and " "joystick forwards and backwards performs +lookup and "
"+lookdown"); "+lookdown");
Cmd_AddCommand ("-mlook", IN_MLookUp, "When active moving the mouse or " Cmd_AddCommand ("-mlook", IN_MLookRelease, "When active moving the mouse "
"joystick forwards and backwards doesn't perform +lookup " "or joystick forwards and backwards doesn't perform "
"and +lookdown"); "+lookup and +lookdown");
} }