//Anything above this #include will be ignored by the compiler #include "../qcommon/exe_headers.h" // cl.input.c -- builds an intended movement command to send to the server #include "client.h" #ifdef _XBOX #include "../../code/client/cl_input_hotswap.h" #include "../xbox/XBVoice.h" #endif unsigned frame_msec; int old_com_frameTime; float cl_mPitchOverride = 0.0f; float cl_mYawOverride = 0.0f; float cl_mSensitivityOverride = 0.0f; qboolean cl_bUseFighterPitch = qfalse; qboolean cl_crazyShipControls = qfalse; #ifdef VEH_CONTROL_SCHEME_4 #define OVERRIDE_MOUSE_SENSITIVITY 5.0f//20.0f = 180 degree turn in one mouse swipe across keyboard #else// VEH_CONTROL_SCHEME_4 #define OVERRIDE_MOUSE_SENSITIVITY 10.0f//20.0f = 180 degree turn in one mouse swipe across keyboard #endif// VEH_CONTROL_SCHEME_4 /* =============================================================================== KEY BUTTONS Continuous button event tracking is complicated by the fact that two different input sources (say, mouse button 1 and the control key) can both press the same button, but the button should only be released when both of the pressing key have been released. When a key event issues a button command (+forward, +attack, etc), it appends its key number as argv(1) so it can be matched up with the release. argv(2) will be set to the time the event happened, which allows exact control even at low framerates when the down and up events may both get qued at the same time. =============================================================================== */ kbutton_t in_left, in_right, in_forward, in_back; kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright; kbutton_t in_strafe, in_speed; kbutton_t in_up, in_down; kbutton_t in_buttons[16]; qboolean in_mlooking; #ifdef _XBOX HotSwapManager swapMan1(HOTSWAP_ID_WHITE); HotSwapManager swapMan2(HOTSWAP_ID_BLACK); void IN_HotSwap1On(void) { swapMan1.SetDown(); } void IN_HotSwap2On(void) { swapMan2.SetDown(); } void IN_HotSwap1Off(void) { swapMan1.SetUp(); } void IN_HotSwap2Off(void) { swapMan2.SetUp(); } void CL_UpdateHotSwap(void) { swapMan1.Update(); swapMan2.Update(); } bool CL_ExtendSelectTime(void) { return swapMan1.ButtonDown() || swapMan2.ButtonDown(); } #endif void IN_Button11Down(void); void IN_Button11Up(void); void IN_Button10Down(void); void IN_Button10Up(void); void IN_Button6Down(void); void IN_Button6Up(void); void IN_UseGivenForce(void) { char *c = Cmd_Argv(1); int forceNum =-1; int genCmdNum = 0; if(c) { forceNum = atoi(c); } else { return; } switch(forceNum) { case FP_DRAIN: IN_Button11Down(); IN_Button11Up(); break; case FP_PUSH: genCmdNum = GENCMD_FORCE_THROW; break; case FP_SPEED: genCmdNum = GENCMD_FORCE_SPEED; break; case FP_PULL: genCmdNum = GENCMD_FORCE_PULL; break; case FP_TELEPATHY: genCmdNum = GENCMD_FORCE_DISTRACT; break; case FP_GRIP: IN_Button6Down(); IN_Button6Up(); break; case FP_LIGHTNING: IN_Button10Down(); IN_Button10Up(); break; case FP_RAGE: genCmdNum = GENCMD_FORCE_RAGE; break; case FP_PROTECT: genCmdNum = GENCMD_FORCE_PROTECT; break; case FP_ABSORB: genCmdNum = GENCMD_FORCE_ABSORB; break; case FP_SEE: genCmdNum = GENCMD_FORCE_SEEING; break; case FP_HEAL: genCmdNum = GENCMD_FORCE_HEAL; break; case FP_TEAM_HEAL: genCmdNum = GENCMD_FORCE_HEALOTHER; break; case FP_TEAM_FORCE: genCmdNum = GENCMD_FORCE_FORCEPOWEROTHER; break; default: assert(0); break; } if(genCmdNum != 0) { cl.gcmdSendValue = qtrue; cl.gcmdValue = genCmdNum; } } void IN_MLookDown( void ) { in_mlooking = qtrue; } void IN_MLookUp( void ) { in_mlooking = qfalse; if ( !cl_freelook->integer ) { IN_CenterView (); } } void IN_GenCMD1( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_SABERSWITCH; } void IN_GenCMD2( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_ENGAGE_DUEL; } void IN_GenCMD3( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_HEAL; } void IN_GenCMD4( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_SPEED; } void IN_GenCMD5( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_PULL; } void IN_GenCMD6( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_DISTRACT; } void IN_GenCMD7( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_RAGE; } void IN_GenCMD8( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_PROTECT; } void IN_GenCMD9( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_ABSORB; } void IN_GenCMD10( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_HEALOTHER; } void IN_GenCMD11( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_FORCEPOWEROTHER; } void IN_GenCMD12( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_SEEING; } void IN_GenCMD13( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_SEEKER; } void IN_GenCMD14( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_FIELD; } void IN_GenCMD15( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_BACTA; } void IN_GenCMD16( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_ELECTROBINOCULARS; } void IN_GenCMD17( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_ZOOM; } void IN_GenCMD18( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_SENTRY; } void IN_GenCMD19( void ) { #ifdef _XBOX if (cl.snap.ps.weapon != WP_SABER) { Cbuf_ExecuteText(EXEC_APPEND, "weapon 1"); return; } #endif if (Cvar_VariableIntegerValue("d_saberStanceDebug")) { Com_Printf("SABERSTANCEDEBUG: Gencmd on client set successfully.\n"); } cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_SABERATTACKCYCLE; } void IN_GenCMD20( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FORCE_THROW; } void IN_GenCMD21( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_JETPACK; } void IN_GenCMD22( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_BACTABIG; } void IN_GenCMD23( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_HEALTHDISP; } void IN_GenCMD24( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_AMMODISP; } void IN_GenCMD25( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_EWEB; } void IN_GenCMD26( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_USE_CLOAK; } void IN_GenCMD27( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_TAUNT; } void IN_GenCMD28( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_BOW; } void IN_GenCMD29( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_MEDITATE; } void IN_GenCMD30( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_FLOURISH; } void IN_GenCMD31( void ) { cl.gcmdSendValue = qtrue; cl.gcmdValue = GENCMD_GLOAT; } //toggle automap view mode static bool g_clAutoMapMode = false; void IN_AutoMapButton(void) { g_clAutoMapMode = !g_clAutoMapMode; } //toggle between automap, radar, nothing extern cvar_t *r_autoMap; void IN_AutoMapToggle(void) { if (Cvar_VariableIntegerValue("cg_drawRadar")) { Cvar_Set("cg_drawRadar", "0"); } else { Cvar_Set("cg_drawRadar", "1"); } /* if (r_autoMap && r_autoMap->integer) { //automap off, radar on Cvar_Set("r_autoMap", "0"); Cvar_Set("cg_drawRadar", "1"); } else if (Cvar_VariableIntegerValue("cg_drawRadar")) { //radar off, automap should be off too Cvar_Set("cg_drawRadar", "0"); } else { //turn automap on Cvar_Set("r_autoMap", "1"); } */ } void IN_VoiceChatButton(void) { if (!uivm) { //ui not loaded so this command is useless return; } VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_VOICECHAT ); } void IN_KeyDown( kbutton_t *b ) { int k; char *c; c = Cmd_Argv(1); if ( c[0] ) { k = atoi(c); } else { k = -1; // typed manually at the console for continuous down } if ( k == b->down[0] || k == b->down[1] ) { return; // repeating key } if ( !b->down[0] ) { b->down[0] = k; } else if ( !b->down[1] ) { b->down[1] = k; } else { Com_Printf ("Three keys down for a button!\n"); return; } if ( b->active ) { return; // still down } // save timestamp for partial frame summing c = Cmd_Argv(2); b->downtime = atoi(c); b->active = qtrue; b->wasPressed = qtrue; } void IN_KeyUp( kbutton_t *b ) { int k; char *c; unsigned uptime; c = Cmd_Argv(1); if ( c[0] ) { k = atoi(c); } else { // typed manually at the console, assume for unsticking, so clear all b->down[0] = b->down[1] = 0; b->active = qfalse; return; } if ( b->down[0] == k ) { b->down[0] = 0; } else if ( b->down[1] == k ) { b->down[1] = 0; } else { return; // key up without coresponding down (menu pass through) } if ( b->down[0] || b->down[1] ) { return; // some other key is still holding it down } b->active = qfalse; // save timestamp for partial frame summing c = Cmd_Argv(2); uptime = atoi(c); if ( uptime ) { b->msec += uptime - b->downtime; } else { b->msec += frame_msec / 2; } b->active = qfalse; } /* =============== CL_KeyState Returns the fraction of the frame that the key was down =============== */ float CL_KeyState( kbutton_t *key ) { float val; int msec; msec = key->msec; key->msec = 0; if ( key->active ) { // still down if ( !key->downtime ) { msec = com_frameTime; } else { msec += com_frameTime - key->downtime; } key->downtime = com_frameTime; } #if 0 if (msec) { Com_Printf ("%i ", msec); } #endif val = (float)msec / frame_msec; if ( val < 0 ) { val = 0; } if ( val > 1 ) { val = 1; } return val; } #define AUTOMAP_KEY_FORWARD 1 #define AUTOMAP_KEY_BACK 2 #define AUTOMAP_KEY_YAWLEFT 3 #define AUTOMAP_KEY_YAWRIGHT 4 #define AUTOMAP_KEY_PITCHUP 5 #define AUTOMAP_KEY_PITCHDOWN 6 #define AUTOMAP_KEY_DEFAULTVIEW 7 static autoMapInput_t g_clAutoMapInput; //intercept certain keys during automap mode static void CL_AutoMapKey(int autoMapKey, qboolean up) { autoMapInput_t *data = (autoMapInput_t *)cl.mSharedMemory; switch (autoMapKey) { case AUTOMAP_KEY_FORWARD: if (up) { g_clAutoMapInput.up = 0.0f; } else { g_clAutoMapInput.up = 16.0f; } break; case AUTOMAP_KEY_BACK: if (up) { g_clAutoMapInput.down = 0.0f; } else { g_clAutoMapInput.down = 16.0f; } break; case AUTOMAP_KEY_YAWLEFT: if (up) { g_clAutoMapInput.yaw = 0.0f; } else { g_clAutoMapInput.yaw = -4.0f; } break; case AUTOMAP_KEY_YAWRIGHT: if (up) { g_clAutoMapInput.yaw = 0.0f; } else { g_clAutoMapInput.yaw = 4.0f; } break; case AUTOMAP_KEY_PITCHUP: if (up) { g_clAutoMapInput.pitch = 0.0f; } else { g_clAutoMapInput.pitch = -4.0f; } break; case AUTOMAP_KEY_PITCHDOWN: if (up) { g_clAutoMapInput.pitch = 0.0f; } else { g_clAutoMapInput.pitch = 4.0f; } break; case AUTOMAP_KEY_DEFAULTVIEW: memset(&g_clAutoMapInput, 0, sizeof(autoMapInput_t)); g_clAutoMapInput.goToDefaults = qtrue; break; default: break; } memcpy(data, &g_clAutoMapInput, sizeof(autoMapInput_t)); if (cgvm) { VM_Call(cgvm, CG_AUTOMAP_INPUT, 0); } g_clAutoMapInput.goToDefaults = qfalse; } void IN_UpDown(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_PITCHUP, qfalse); } else { IN_KeyDown(&in_up); } } void IN_UpUp(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_PITCHUP, qtrue); } else { IN_KeyUp(&in_up); } } void IN_DownDown(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_PITCHDOWN, qfalse); } else { IN_KeyDown(&in_down); } } void IN_DownUp(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_PITCHDOWN, qtrue); } else { IN_KeyUp(&in_down); } } void IN_LeftDown(void) {IN_KeyDown(&in_left);} void IN_LeftUp(void) {IN_KeyUp(&in_left);} void IN_RightDown(void) {IN_KeyDown(&in_right);} void IN_RightUp(void) {IN_KeyUp(&in_right);} void IN_ForwardDown(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_FORWARD, qfalse); } else { IN_KeyDown(&in_forward); } } void IN_ForwardUp(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_FORWARD, qtrue); } else { IN_KeyUp(&in_forward); } } void IN_BackDown(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_BACK, qfalse); } else { IN_KeyDown(&in_back); } } void IN_BackUp(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_BACK, qtrue); } else { IN_KeyUp(&in_back); } } void IN_LookupDown(void) {IN_KeyDown(&in_lookup);} void IN_LookupUp(void) {IN_KeyUp(&in_lookup);} void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);} void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);} void IN_MoveleftDown(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_YAWLEFT, qfalse); } else { IN_KeyDown(&in_moveleft); } } void IN_MoveleftUp(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_YAWLEFT, qtrue); } else { IN_KeyUp(&in_moveleft); } } void IN_MoverightDown(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_YAWRIGHT, qfalse); } else { IN_KeyDown(&in_moveright); } } void IN_MoverightUp(void) { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_YAWRIGHT, qtrue); } else { IN_KeyUp(&in_moveright); } } #ifdef _XBOX // BTO - State for auto-level usage. This REALLY ought to be in cl[sc ]. // Honestly, I don't want to figure out which one, especially anticipating // split-screen. All I want for Christmas is to not do split-screen. static unsigned long sLastFireTime = 0; #endif void IN_SpeedDown(void) {IN_KeyDown(&in_speed);} void IN_SpeedUp(void) {IN_KeyUp(&in_speed);} void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);} void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);} void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);} void IN_Button0Up(void) { IN_KeyUp(&in_buttons[0]); #ifdef _XBOX // Auto-level. Thought this was nasty, but now I sort of like it. sLastFireTime = Sys_Milliseconds(); #endif } void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);} void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);} void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);} void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);} void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);} void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);} void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);} void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);} void IN_Button5Down(void) //use key { if (g_clAutoMapMode) { CL_AutoMapKey(AUTOMAP_KEY_DEFAULTVIEW, qfalse); } else { IN_KeyDown(&in_buttons[5]); } } void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);} void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);} void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);} void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);} void IN_Button7Up(void) { IN_KeyUp(&in_buttons[7]); #ifdef _XBOX // Auto-level. Thought this was nasty, but now I sort of like it. sLastFireTime = Sys_Milliseconds(); #endif } void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);} void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);} void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);} void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);} void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);} void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);} void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);} void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);} void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);} void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);} void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);} void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);} void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);} void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);} void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);} void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);} void IN_ButtonDown (void) { IN_KeyDown(&in_buttons[1]);} void IN_ButtonUp (void) { IN_KeyUp(&in_buttons[1]);} void IN_CenterView (void) { cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]); } #ifdef _XBOX void IN_VoiceToggleDown(void) { g_Voice.SetChannel( CHAN_ALL ); } void IN_VoiceToggleUp(void) { g_Voice.SetChannel( CHAN_TEAM ); } #endif //========================================================================== cvar_t *cl_upspeed; cvar_t *cl_forwardspeed; cvar_t *cl_sidespeed; cvar_t *cl_yawspeed; cvar_t *cl_pitchspeed; cvar_t *cl_run; cvar_t *cl_anglespeedkey; /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles( void ) { float speed; if ( in_speed.active ) { speed = 0.001 * cls.frametime * cl_anglespeedkey->value; } else { speed = 0.001 * cls.frametime; } if ( !in_strafe.active ) { if ( cl_mYawOverride ) { if ( cl_mSensitivityOverride ) { cl.viewangles[YAW] -= cl_mYawOverride*cl_mSensitivityOverride*speed*cl_yawspeed->value*CL_KeyState (&in_right); cl.viewangles[YAW] += cl_mYawOverride*cl_mSensitivityOverride*speed*cl_yawspeed->value*CL_KeyState (&in_left); } else { cl.viewangles[YAW] -= cl_mYawOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_yawspeed->value*CL_KeyState (&in_right); cl.viewangles[YAW] += cl_mYawOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_yawspeed->value*CL_KeyState (&in_left); } } else { cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right); cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left); } } if ( cl_mPitchOverride ) { if ( cl_mSensitivityOverride ) { cl.viewangles[PITCH] -= cl_mPitchOverride*cl_mSensitivityOverride*speed*cl_pitchspeed->value * CL_KeyState (&in_lookup); cl.viewangles[PITCH] += cl_mPitchOverride*cl_mSensitivityOverride*speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown); } else { cl.viewangles[PITCH] -= cl_mPitchOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_pitchspeed->value * CL_KeyState (&in_lookup); cl.viewangles[PITCH] += cl_mPitchOverride*OVERRIDE_MOUSE_SENSITIVITY*speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown); } } else { cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup); cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown); } } /* ================ CL_KeyMove Sets the usercmd_t based on key states ================ */ void CL_KeyMove( usercmd_t *cmd ) { int movespeed; int forward, side, up; // // adjust for speed key / running // the walking flag is to keep animations consistant // even during acceleration and develeration // if ( in_speed.active ^ cl_run->integer ) { movespeed = 127; cmd->buttons &= ~BUTTON_WALKING; } else { cmd->buttons |= BUTTON_WALKING; movespeed = 46; } forward = 0; side = 0; up = 0; if ( in_strafe.active ) { side += movespeed * CL_KeyState (&in_right); side -= movespeed * CL_KeyState (&in_left); } side += movespeed * CL_KeyState (&in_moveright); side -= movespeed * CL_KeyState (&in_moveleft); up += movespeed * CL_KeyState (&in_up); up -= movespeed * CL_KeyState (&in_down); forward += movespeed * CL_KeyState (&in_forward); forward -= movespeed * CL_KeyState (&in_back); cmd->forwardmove = ClampChar( forward ); cmd->rightmove = ClampChar( side ); cmd->upmove = ClampChar( up ); } /* ================= CL_MouseEvent ================= */ void CL_MouseEvent( int dx, int dy, int time ) { if (g_clAutoMapMode && cgvm) { //automap input autoMapInput_t *data = (autoMapInput_t *)cl.mSharedMemory; g_clAutoMapInput.yaw = dx; g_clAutoMapInput.pitch = dy; memcpy(data, &g_clAutoMapInput, sizeof(autoMapInput_t)); VM_Call(cgvm, CG_AUTOMAP_INPUT, 1); g_clAutoMapInput.yaw = 0.0f; g_clAutoMapInput.pitch = 0.0f; } else if ( cls.keyCatchers & KEYCATCH_UI ) { VM_Call( uivm, UI_MOUSE_EVENT, dx, dy ); } else if (cls.keyCatchers & KEYCATCH_CGAME) { VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy); } else { cl.mouseDx[cl.mouseIndex] += dx; cl.mouseDy[cl.mouseIndex] += dy; } } /* ================= CL_JoystickEvent Joystick values stay set until changed ================= */ void CL_JoystickEvent( int axis, int value, int time ) { if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) { Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis ); } cl.joystickAxis[axis] = value; } /* ================= CL_JoystickMove ================= */ extern cvar_t *in_joystick; void CL_JoystickMove( usercmd_t *cmd ) { #ifndef _XBOX // We always have a joystick, won't bother adding another cvar if ( !in_joystick->integer ) { return; } #endif int movespeed; float anglespeed; if ( in_speed.active ^ cl_run->integer ) { movespeed = 2; } else { movespeed = 1; cmd->buttons |= BUTTON_WALKING; } if ( in_speed.active ) { anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value; } else { anglespeed = 0.001 * cls.frametime; } #ifndef _XBOX if ( !in_strafe.active ) { if ( cl_mYawOverride ) { if ( cl_mSensitivityOverride ) { cl.viewangles[YAW] += cl_mYawOverride * cl_mSensitivityOverride * cl.joystickAxis[AXIS_SIDE]/2.0f; } else { cl.viewangles[YAW] += cl_mYawOverride * OVERRIDE_MOUSE_SENSITIVITY * cl.joystickAxis[AXIS_SIDE]/2.0f; } } else { cl.viewangles[YAW] += anglespeed * (cl_yawspeed->value / 100.0f) * cl.joystickAxis[AXIS_SIDE]; } } else #endif { cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] ); } #ifndef _XBOX if ( in_mlooking || cl_freelook->integer ) { if ( cl_mPitchOverride ) { if ( cl_mSensitivityOverride ) { cl.viewangles[PITCH] += cl_mPitchOverride * cl_mSensitivityOverride * cl.joystickAxis[AXIS_FORWARD]/2.0f; } else { cl.viewangles[PITCH] += cl_mPitchOverride * OVERRIDE_MOUSE_SENSITIVITY * cl.joystickAxis[AXIS_FORWARD]/2.0f; } } else { cl.viewangles[PITCH] += anglespeed * (cl_pitchspeed->value / 100.0f) * cl.joystickAxis[AXIS_FORWARD]; } } else #endif { cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] ); } cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] ); } /* ================= CL_MouseMove ================= */ #ifdef _XBOX void CL_MouseClamp(int *x, int *y) { float ax = Q_fabs(*x); float ay = Q_fabs(*y); ax = (ax-10)*(3.0f/45.0f) * (ax-10) * (Q_fabs(*x) > 10); ay = (ay-10)*(3.0f/45.0f) * (ay-10) * (Q_fabs(*y) > 10); if (*x < 0) *x = -ax; else *x = ax; if (*y < 0) *y = -ay; else *y = ay; } #endif void CL_MouseMove( usercmd_t *cmd ) { float mx, my; float accelSensitivity; float rate; const float speed = static_cast(frame_msec); const float pitch = cl_bUseFighterPitch?m_pitchVeh->value:m_pitch->value; #ifdef _XBOX const float mouseSpeedX = 0.06f; const float mouseSpeedY = 0.05f; // allow mouse smoothing if ( m_filter->integer ) { mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5f * frame_msec * mouseSpeedX; my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5f * frame_msec * mouseSpeedY; } else { int ax = cl.mouseDx[cl.mouseIndex]; int ay = cl.mouseDy[cl.mouseIndex]; CL_MouseClamp(&ax, &ay); mx = ax * speed * mouseSpeedX; my = ay * speed * mouseSpeedY; } extern int cg_crossHairStatus; const float m_hoverSensitivity = 0.4f; if (cg_crossHairStatus) { mx *= m_hoverSensitivity; my *= m_hoverSensitivity; } #else // allow mouse smoothing if ( m_filter->integer ) { mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5; my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5; } else { mx = cl.mouseDx[cl.mouseIndex]; my = cl.mouseDy[cl.mouseIndex]; } #endif cl.mouseIndex ^= 1; cl.mouseDx[cl.mouseIndex] = 0; cl.mouseDy[cl.mouseIndex] = 0; rate = SQRTFAST( mx * mx + my * my ) / speed; if ( cl_mYawOverride || cl_mPitchOverride ) {//FIXME: different people have different speed mouses, if ( cl_mSensitivityOverride ) { //this will fuck things up for them, need to clamp //max input? accelSensitivity = cl_mSensitivityOverride; } else { accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value; // scale by FOV accelSensitivity *= cl.cgameSensitivity; } } else { accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value; // scale by FOV accelSensitivity *= cl.cgameSensitivity; } if ( rate && cl_showMouseRate->integer ) { Com_Printf( "%f : %f\n", rate, accelSensitivity ); } mx *= accelSensitivity; my *= accelSensitivity; if (!mx && !my) { #ifdef _XBOX // If there was a movement but no change in angles then start auto-leveling the camera float autolevelSpeed = 0.03f; if (!cg_crossHairStatus && // Not looking at an enemy cl.joystickAxis[AXIS_FORWARD] && // Moving forward/backward cl.snap.ps.groundEntityNum != ENTITYNUM_NONE && // Not in the air Cvar_VariableIntegerValue("cl_autolevel") && // Autolevel is turned on !(in_buttons[0].active || in_buttons[7].active) && // Not firing a weapon sLastFireTime < Sys_Milliseconds() - 1000) // Haven't fired recently { float normAngle = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]); // The adjustment to normAngle below is meant to add or remove some multiple // of 360, so that normAngle is within 180 of viewangles[PITCH]. It should // be correct. int diff = (int)(cl.viewangles[PITCH] - normAngle); if (diff > 180) normAngle += 360.0f * ((diff+180) / 360); else if (diff < -180) normAngle -= 360.0f * ((-diff+180) / 360); if (Cvar_VariableIntegerValue("cg_thirdperson") == 1) { normAngle += 10; autolevelSpeed *= 1.5f; } if (cl.viewangles[PITCH] > normAngle) { cl.viewangles[PITCH] -= autolevelSpeed * speed; if (cl.viewangles[PITCH] < normAngle) cl.viewangles[PITCH] = normAngle; } else if (cl.viewangles[PITCH] < normAngle) { cl.viewangles[PITCH] += autolevelSpeed * speed; if (cl.viewangles[PITCH] > normAngle) cl.viewangles[PITCH] = normAngle; } } #endif return; } // add mouse X/Y movement to cmd if ( in_strafe.active ) { cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx ); } else { if ( cl_mYawOverride ) { cl.viewangles[YAW] -= cl_mYawOverride * mx; } else { cl.viewangles[YAW] -= m_yaw->value * mx; } } if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) { // VVFIXME - This is supposed to be a CVAR #ifdef _XBOX const float cl_pitchSensitivity = 0.5f; #else const float cl_pitchSensitivity = 1.0f; #endif if ( cl_mPitchOverride ) { if ( pitch > 0 ) { cl.viewangles[PITCH] += cl_mPitchOverride * my * cl_pitchSensitivity; } else { cl.viewangles[PITCH] -= cl_mPitchOverride * my * cl_pitchSensitivity; } } else { cl.viewangles[PITCH] += pitch * my * cl_pitchSensitivity; } } else { cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my ); } } qboolean CL_NoUseableForce(void) { if (!cgvm) { //ahh, no cgame loaded return qfalse; } return (qboolean)VM_Call(cgvm, CG_GET_USEABLE_FORCE); } /* ============== CL_CmdButtons ============== */ void CL_CmdButtons( usercmd_t *cmd ) { int i; // // figure button bits // send a button bit even if the key was pressed and released in // less than a frame // for (i = 0 ; i < 15 ; i++) { if ( in_buttons[i].active || in_buttons[i].wasPressed ) { cmd->buttons |= 1 << i; } in_buttons[i].wasPressed = qfalse; } if (cmd->buttons & BUTTON_FORCEPOWER) { //check for transferring a use force to a use inventory... if ((cmd->buttons & BUTTON_USE) || CL_NoUseableForce()) { //it's pushed, remap it! cmd->buttons &= ~BUTTON_FORCEPOWER; cmd->buttons |= BUTTON_USE_HOLDABLE; } } if ( cls.keyCatchers ) { cmd->buttons |= BUTTON_TALK; } // allow the game to know if any key at all is // currently pressed, even if it isn't bound to anything if ( kg.anykeydown && !cls.keyCatchers ) { cmd->buttons |= BUTTON_ANY; } } /* ============== CL_FinishMove ============== */ vec3_t cl_sendAngles={0}; vec3_t cl_lastViewAngles={0}; void CL_FinishMove( usercmd_t *cmd ) { int i; // copy the state that the cgame is currently sending cmd->weapon = cl.cgameUserCmdValue; cmd->forcesel = cl.cgameForceSelection; cmd->invensel = cl.cgameInvenSelection; if (cl.gcmdSendValue) { cmd->generic_cmd = cl.gcmdValue; //cl.gcmdSendValue = qfalse; cl.gcmdSentValue = qtrue; } else { cmd->generic_cmd = 0; } // send the current server time so the amount of movement // can be determined without allowing cheating cmd->serverTime = cl.serverTime; if (cl.cgameViewAngleForceTime > cl.serverTime) { cl.cgameViewAngleForce[YAW] -= SHORT2ANGLE(cl.snap.ps.delta_angles[YAW]); cl.viewangles[YAW] = cl.cgameViewAngleForce[YAW]; cl.cgameViewAngleForceTime = 0; } if ( cl_crazyShipControls ) { float pitchSubtract, pitchDelta, yawDelta; yawDelta = AngleSubtract(cl.viewangles[YAW],cl_lastViewAngles[YAW]); //yawDelta *= (4.0f*pVeh->m_fTimeModifier); cl_sendAngles[ROLL] -= yawDelta; float nRoll = fabs(cl_sendAngles[ROLL]); pitchDelta = AngleSubtract(cl.viewangles[PITCH],cl_lastViewAngles[PITCH]); //pitchDelta *= (2.0f*pVeh->m_fTimeModifier); pitchSubtract = pitchDelta * (nRoll/90.0f); cl_sendAngles[PITCH] += pitchDelta-pitchSubtract; //yaw-roll calc should be different if (nRoll > 90.0f) { nRoll -= 180.0f; } if (nRoll < 0.0f) { nRoll = -nRoll; } pitchSubtract = pitchDelta * (nRoll/90.0f); if ( cl_sendAngles[ROLL] > 0.0f ) { cl_sendAngles[YAW] += pitchSubtract; } else { cl_sendAngles[YAW] -= pitchSubtract; } cl_sendAngles[PITCH] = AngleNormalize180( cl_sendAngles[PITCH] ); cl_sendAngles[YAW] = AngleNormalize360( cl_sendAngles[YAW] ); cl_sendAngles[ROLL] = AngleNormalize180( cl_sendAngles[ROLL] ); for (i=0 ; i<3 ; i++) { cmd->angles[i] = ANGLE2SHORT(cl_sendAngles[i]); } } else { for (i=0 ; i<3 ; i++) { cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]); } //in case we switch to the cl_crazyShipControls VectorCopy( cl.viewangles, cl_sendAngles ); } //always needed in for the cl_crazyShipControls VectorCopy( cl.viewangles, cl_lastViewAngles ); } /* ================= CL_CreateCmd ================= */ usercmd_t CL_CreateCmd( void ) { usercmd_t cmd; vec3_t oldAngles; VectorCopy( cl.viewangles, oldAngles ); // keyboard angle adjustment CL_AdjustAngles (); Com_Memset( &cmd, 0, sizeof( cmd ) ); CL_CmdButtons( &cmd ); // get basic movement from keyboard CL_KeyMove( &cmd ); // get basic movement from mouse CL_MouseMove( &cmd ); // get basic movement from joystick CL_JoystickMove( &cmd ); // check to make sure the angles haven't wrapped if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) { cl.viewangles[PITCH] = oldAngles[PITCH] + 90; } else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) { cl.viewangles[PITCH] = oldAngles[PITCH] - 90; } // store out the final values CL_FinishMove( &cmd ); // draw debug graphs of turning for mouse testing if ( cl_debugMove->integer ) { if ( cl_debugMove->integer == 1 ) { SCR_DebugGraph( abs(cl.viewangles[YAW] - oldAngles[YAW]), 0 ); } if ( cl_debugMove->integer == 2 ) { SCR_DebugGraph( abs(cl.viewangles[PITCH] - oldAngles[PITCH]), 0 ); } } return cmd; } /* ================= CL_CreateNewCommands Create a new usercmd_t structure for this frame ================= */ void CL_CreateNewCommands( void ) { usercmd_t *cmd; int cmdNum; // no need to create usercmds until we have a gamestate if ( cls.state < CA_PRIMED ) { return; } frame_msec = com_frameTime - old_com_frameTime; // if running less than 5fps, truncate the extra time to prevent // unexpected moves after a hitch if ( frame_msec > 200 ) { frame_msec = 200; } old_com_frameTime = com_frameTime; // generate a command for this frame cl.cmdNumber++; cmdNum = cl.cmdNumber & CMD_MASK; cl.cmds[cmdNum] = CL_CreateCmd (); cmd = &cl.cmds[cmdNum]; } /* ================= CL_ReadyToSendPacket Returns qfalse if we are over the maxpackets limit and should choke back the bandwidth a bit by not sending a packet this frame. All the commands will still get delivered in the next packet, but saving a header and getting more delta compression will reduce total bandwidth. ================= */ qboolean CL_ReadyToSendPacket( void ) { int oldPacketNum; int delta; // don't send anything if playing back a demo #ifdef _XBOX // No demos on Xbox if ( cls.state == CA_CINEMATIC ) { #else if ( clc.demoplaying || cls.state == CA_CINEMATIC ) { #endif return qfalse; } // If we are downloading, we send no less than 50ms between packets #ifndef _XBOX // No downloads on Xbox if ( *clc.downloadTempName && cls.realtime - clc.lastPacketSentTime < 50 ) { return qfalse; } #endif // if we don't have a valid gamestate yet, only send // one packet a second if ( cls.state != CA_ACTIVE && cls.state != CA_PRIMED && #ifndef _XBOX // No downloads on Xbox !*clc.downloadTempName && #endif cls.realtime - clc.lastPacketSentTime < 1000 ) { return qfalse; } // send every frame for loopbacks if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) { return qtrue; } // send every frame for LAN if ( Sys_IsLANAddress( clc.netchan.remoteAddress ) ) { return qtrue; } // check for exceeding cl_maxpackets if ( cl_maxpackets->integer < 15 ) { Cvar_Set( "cl_maxpackets", "15" ); } else if ( cl_maxpackets->integer > 100 ) { Cvar_Set( "cl_maxpackets", "100" ); } oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK; delta = cls.realtime - cl.outPackets[ oldPacketNum ].p_realtime; if ( delta < 1000 / cl_maxpackets->integer ) { // the accumulated commands will go out in the next packet return qfalse; } return qtrue; } /* =================== CL_WritePacket Create and send the command packet to the server Including both the reliable commands and the usercmds During normal gameplay, a client packet will contain something like: 4 sequence number 2 qport 4 serverid 4 acknowledged sequence number 4 clc.serverCommandSequence 1 clc_move or clc_moveNoDelta 1 command count =================== */ void CL_WritePacket( void ) { msg_t buf; byte data[MAX_MSGLEN]; int i, j; usercmd_t *cmd, *oldcmd; usercmd_t nullcmd; int packetNum; int oldPacketNum; int count, key; // don't send anything if playing back a demo #ifdef _XBOX // No demos on Xbox if ( cls.state == CA_CINEMATIC ) { #else if ( clc.demoplaying || cls.state == CA_CINEMATIC ) { #endif return; } Com_Memset( &nullcmd, 0, sizeof(nullcmd) ); oldcmd = &nullcmd; MSG_Init( &buf, data, sizeof(data) ); MSG_Bitstream( &buf ); // write the current serverId so the server // can tell if this is from the current gameState MSG_WriteLong( &buf, cl.serverId ); // write the last message we received, which can // be used for delta compression, and is also used // to tell if we dropped a gamestate MSG_WriteLong( &buf, clc.serverMessageSequence ); // write the last reliable message we received MSG_WriteLong( &buf, clc.serverCommandSequence ); // write any unacknowledged clientCommands for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) { MSG_WriteByte( &buf, clc_clientCommand ); MSG_WriteLong( &buf, i ); MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] ); } // we want to send all the usercmds that were generated in the last // few packet, so even if a couple packets are dropped in a row, // all the cmds will make it to the server if ( cl_packetdup->integer < 0 ) { Cvar_Set( "cl_packetdup", "0" ); } else if ( cl_packetdup->integer > 5 ) { Cvar_Set( "cl_packetdup", "5" ); } oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK; count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber; if ( count > MAX_PACKET_USERCMDS ) { count = MAX_PACKET_USERCMDS; Com_Printf("MAX_PACKET_USERCMDS\n"); } if ( count >= 1 ) { if ( cl_showSend->integer ) { Com_Printf( "(%i)", count ); } // begin a client move command if ( cl_nodelta->integer || !cl.snap.valid #ifndef _XBOX // No demos on Xbox || clc.demowaiting #endif || clc.serverMessageSequence != cl.snap.messageNum ) { MSG_WriteByte (&buf, clc_moveNoDelta); } else { MSG_WriteByte (&buf, clc_move); } // write the command count MSG_WriteByte( &buf, count ); // use the checksum feed in the key key = clc.checksumFeed; // also use the message acknowledge key ^= clc.serverMessageSequence; // also use the last acknowledged server command in the key key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32); // write all the commands, including the predicted command for ( i = 0 ; i < count ; i++ ) { j = (cl.cmdNumber - count + i + 1) & CMD_MASK; cmd = &cl.cmds[j]; MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd); oldcmd = cmd; } if (cl.gcmdSentValue) { //hmm, just clear here, I guess.. hoping it will resolve issues with gencmd values sometimes not going through. cl.gcmdSendValue = qfalse; cl.gcmdSentValue = qfalse; cl.gcmdValue = 0; } } // // deliver the message // packetNum = clc.netchan.outgoingSequence & PACKET_MASK; cl.outPackets[ packetNum ].p_realtime = cls.realtime; cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime; cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber; clc.lastPacketSentTime = cls.realtime; if ( cl_showSend->integer ) { Com_Printf( "%i ", buf.cursize ); } CL_Netchan_Transmit (&clc.netchan, &buf); // clients never really should have messages large enough // to fragment, but in case they do, fire them all off // at once while ( clc.netchan.unsentFragments ) { CL_Netchan_TransmitNextFragment( &clc.netchan ); } } /* ================= CL_SendCmd Called every frame to builds and sends a command packet to the server. ================= */ void CL_SendCmd( void ) { // don't send any message if not connected if ( cls.state < CA_CONNECTED ) { return; } // don't send commands if paused if ( com_sv_running->integer && sv_paused->integer && cl_paused->integer ) { return; } // we create commands even if a demo is playing, CL_CreateNewCommands(); // don't send a packet if the last packet was sent too recently if ( !CL_ReadyToSendPacket() ) { if ( cl_showSend->integer ) { Com_Printf( ". " ); } return; } CL_WritePacket(); } /* ============ CL_InitInput ============ */ void CL_InitInput( void ) { Cmd_AddCommand ("centerview",IN_CenterView); //Cmd_AddCommand ("+taunt", IN_Button3Down);//gesture //Cmd_AddCommand ("-taunt", IN_Button3Up); 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_Button0Down); Cmd_AddCommand ("-attack", IN_Button0Up); //Cmd_AddCommand ("+force_jump", IN_Button1Down);//force jump //Cmd_AddCommand ("-force_jump", IN_Button1Up); Cmd_AddCommand ("+use", IN_Button5Down); Cmd_AddCommand ("-use", IN_Button5Up); Cmd_AddCommand ("+force_grip", IN_Button6Down);//force grip Cmd_AddCommand ("-force_grip", IN_Button6Up); Cmd_AddCommand ("+altattack", IN_Button7Down);//altattack Cmd_AddCommand ("-altattack", IN_Button7Up); Cmd_AddCommand ("+useforce", IN_Button9Down);//active force power Cmd_AddCommand ("-useforce", IN_Button9Up); Cmd_AddCommand ("+force_lightning", IN_Button10Down);//active force power Cmd_AddCommand ("-force_lightning", IN_Button10Up); Cmd_AddCommand ("+force_drain", IN_Button11Down);//active force power Cmd_AddCommand ("-force_drain", IN_Button11Up); //buttons Cmd_AddCommand ("+button0", IN_Button0Down);//attack Cmd_AddCommand ("-button0", IN_Button0Up); Cmd_AddCommand ("+button1", IN_Button1Down);//force jump Cmd_AddCommand ("-button1", IN_Button1Up); Cmd_AddCommand ("+button2", IN_Button2Down);//use holdable (not used - change to use jedi power?) Cmd_AddCommand ("-button2", IN_Button2Up); Cmd_AddCommand ("+button3", IN_Button3Down);//gesture Cmd_AddCommand ("-button3", IN_Button3Up); Cmd_AddCommand ("+button4", IN_Button4Down);//walking Cmd_AddCommand ("-button4", IN_Button4Up); Cmd_AddCommand ("+button5", IN_Button5Down);//use object Cmd_AddCommand ("-button5", IN_Button5Up); Cmd_AddCommand ("+button6", IN_Button6Down);//force grip Cmd_AddCommand ("-button6", IN_Button6Up); Cmd_AddCommand ("+button7", IN_Button7Down);//altattack Cmd_AddCommand ("-button7", IN_Button7Up); Cmd_AddCommand ("+button8", IN_Button8Down); Cmd_AddCommand ("-button8", IN_Button8Up); Cmd_AddCommand ("+button9", IN_Button9Down);//active force power Cmd_AddCommand ("-button9", IN_Button9Up); Cmd_AddCommand ("+button10", IN_Button10Down);//force lightning Cmd_AddCommand ("-button10", IN_Button10Up); Cmd_AddCommand ("+button11", IN_Button11Down);//force drain Cmd_AddCommand ("-button11", IN_Button11Up); Cmd_AddCommand ("+button12", IN_Button12Down); Cmd_AddCommand ("-button12", IN_Button12Up); Cmd_AddCommand ("+button13", IN_Button13Down); Cmd_AddCommand ("-button13", IN_Button13Up); Cmd_AddCommand ("+button14", IN_Button14Down); Cmd_AddCommand ("-button14", IN_Button14Up); Cmd_AddCommand ("+mlook", IN_MLookDown); Cmd_AddCommand ("-mlook", IN_MLookUp); Cmd_AddCommand ("sv_saberswitch", IN_GenCMD1); Cmd_AddCommand ("engage_duel", IN_GenCMD2); Cmd_AddCommand ("force_heal", IN_GenCMD3); Cmd_AddCommand ("force_speed", IN_GenCMD4); Cmd_AddCommand ("force_pull", IN_GenCMD5); Cmd_AddCommand ("force_distract", IN_GenCMD6); Cmd_AddCommand ("force_rage", IN_GenCMD7); Cmd_AddCommand ("force_protect", IN_GenCMD8); Cmd_AddCommand ("force_absorb", IN_GenCMD9); Cmd_AddCommand ("force_healother", IN_GenCMD10); Cmd_AddCommand ("force_forcepowerother", IN_GenCMD11); Cmd_AddCommand ("force_seeing", IN_GenCMD12); Cmd_AddCommand ("use_seeker", IN_GenCMD13); Cmd_AddCommand ("use_field", IN_GenCMD14); Cmd_AddCommand ("use_bacta", IN_GenCMD15); Cmd_AddCommand ("use_electrobinoculars", IN_GenCMD16); Cmd_AddCommand ("zoom", IN_GenCMD17); Cmd_AddCommand ("use_sentry", IN_GenCMD18); Cmd_AddCommand ("use_jetpack", IN_GenCMD21); Cmd_AddCommand ("use_bactabig", IN_GenCMD22); Cmd_AddCommand ("use_healthdisp", IN_GenCMD23); Cmd_AddCommand ("use_ammodisp", IN_GenCMD24); Cmd_AddCommand ("use_eweb", IN_GenCMD25); Cmd_AddCommand ("use_cloak", IN_GenCMD26); Cmd_AddCommand ("taunt", IN_GenCMD27); Cmd_AddCommand ("bow", IN_GenCMD28); Cmd_AddCommand ("meditate", IN_GenCMD29); Cmd_AddCommand ("flourish", IN_GenCMD30); Cmd_AddCommand ("gloat", IN_GenCMD31); Cmd_AddCommand ("saberAttackCycle", IN_GenCMD19); Cmd_AddCommand ("force_throw", IN_GenCMD20); #ifdef _XBOX Cmd_AddCommand ("+hotswap1", IN_HotSwap1On); Cmd_AddCommand ("+hotswap2", IN_HotSwap2On); Cmd_AddCommand ("-hotswap1", IN_HotSwap1Off); Cmd_AddCommand ("-hotswap2", IN_HotSwap2Off); Cmd_AddCommand ("+voicetoggle", IN_VoiceToggleDown); Cmd_AddCommand ("-voicetoggle", IN_VoiceToggleUp); #endif Cmd_AddCommand ("useGivenForce", IN_UseGivenForce); Cmd_AddCommand("automap_button", IN_AutoMapButton); Cmd_AddCommand("automap_toggle", IN_AutoMapToggle); Cmd_AddCommand("voicechat", IN_VoiceChatButton); cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0); cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0); }