mirror of
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8ab3f7af8d
Previously, a legacy client wouldn't get a VoIP packet, but if they did, they'd panic and disconnect. Now they ignore them and continue on. This also gives us the framework to add other features legacy clients can ignore. Oh, this also has the benefit of allowing us to store incoming VoIP for playback in recorded demos. They'll play the chatter on VoIP clients, and be ignored on legacy ones. Huge win.
944 lines
25 KiB
C
944 lines
25 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// cl.input.c -- builds an intended movement command to send to the server
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#include "client.h"
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unsigned frame_msec;
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int old_com_frameTime;
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as argv(1) so it can be matched up with the release.
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argv(2) will be set to the time the event happened, which allows exact
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control even at low framerates when the down and up events may both get qued
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at the same time.
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===============================================================================
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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_strafe, in_speed;
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kbutton_t in_up, in_down;
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#if USE_VOIP
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kbutton_t in_voiprecord;
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#endif
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kbutton_t in_buttons[16];
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qboolean in_mlooking;
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void IN_MLookDown( void ) {
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in_mlooking = qtrue;
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}
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void IN_MLookUp( void ) {
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in_mlooking = qfalse;
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if ( !cl_freelook->integer ) {
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IN_CenterView ();
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}
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}
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void IN_KeyDown( kbutton_t *b ) {
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int k;
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char *c;
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c = Cmd_Argv(1);
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if ( c[0] ) {
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k = atoi(c);
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} else {
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k = -1; // typed manually at the console for continuous down
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}
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if ( k == b->down[0] || k == b->down[1] ) {
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return; // repeating key
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}
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if ( !b->down[0] ) {
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b->down[0] = k;
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} else if ( !b->down[1] ) {
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b->down[1] = k;
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} else {
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Com_Printf ("Three keys down for a button!\n");
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return;
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}
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if ( b->active ) {
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return; // still down
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}
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// save timestamp for partial frame summing
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c = Cmd_Argv(2);
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b->downtime = atoi(c);
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b->active = qtrue;
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b->wasPressed = qtrue;
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}
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void IN_KeyUp( kbutton_t *b ) {
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int k;
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char *c;
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unsigned uptime;
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c = Cmd_Argv(1);
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if ( c[0] ) {
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k = atoi(c);
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} else {
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// typed manually at the console, assume for unsticking, so clear all
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b->down[0] = b->down[1] = 0;
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b->active = qfalse;
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return;
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}
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if ( b->down[0] == k ) {
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b->down[0] = 0;
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} else if ( b->down[1] == k ) {
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b->down[1] = 0;
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} else {
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return; // key up without coresponding down (menu pass through)
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}
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if ( b->down[0] || b->down[1] ) {
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return; // some other key is still holding it down
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}
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b->active = qfalse;
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// save timestamp for partial frame summing
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c = Cmd_Argv(2);
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uptime = atoi(c);
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if ( uptime ) {
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b->msec += uptime - b->downtime;
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} else {
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b->msec += frame_msec / 2;
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}
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b->active = qfalse;
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}
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/*
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===============
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CL_KeyState
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Returns the fraction of the frame that the key was down
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===============
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*/
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float CL_KeyState( kbutton_t *key ) {
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float val;
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int msec;
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msec = key->msec;
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key->msec = 0;
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if ( key->active ) {
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// still down
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if ( !key->downtime ) {
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msec = com_frameTime;
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} else {
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msec += com_frameTime - key->downtime;
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}
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key->downtime = com_frameTime;
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}
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#if 0
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if (msec) {
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Com_Printf ("%i ", msec);
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}
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#endif
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val = (float)msec / frame_msec;
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if ( val < 0 ) {
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val = 0;
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}
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if ( val > 1 ) {
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val = 1;
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}
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return val;
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}
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void IN_UpDown(void) {IN_KeyDown(&in_up);}
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void IN_UpUp(void) {IN_KeyUp(&in_up);}
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void IN_DownDown(void) {IN_KeyDown(&in_down);}
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void IN_DownUp(void) {IN_KeyUp(&in_down);}
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void IN_LeftDown(void) {IN_KeyDown(&in_left);}
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void IN_LeftUp(void) {IN_KeyUp(&in_left);}
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void IN_RightDown(void) {IN_KeyDown(&in_right);}
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void IN_RightUp(void) {IN_KeyUp(&in_right);}
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void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
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void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
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void IN_BackDown(void) {IN_KeyDown(&in_back);}
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void IN_BackUp(void) {IN_KeyUp(&in_back);}
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void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
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void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
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void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
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void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
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void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
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void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
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void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
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void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
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void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
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void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
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void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
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void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
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#if USE_VOIP
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void IN_VoipRecordDown(void) {IN_KeyDown(&in_voiprecord);}
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void IN_VoipRecordUp(void) {IN_KeyUp(&in_voiprecord);}
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#endif
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void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
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void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);}
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void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
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void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
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void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
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void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
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void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
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void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
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void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
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void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
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void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);}
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void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
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void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
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void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
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void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
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void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);}
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void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
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void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
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void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);}
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void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);}
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void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);}
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void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);}
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void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);}
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void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);}
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void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);}
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void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);}
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void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);}
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void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);}
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void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);}
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void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);}
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void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);}
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void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);}
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void IN_ButtonDown (void) {
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IN_KeyDown(&in_buttons[1]);}
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void IN_ButtonUp (void) {
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IN_KeyUp(&in_buttons[1]);}
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void IN_CenterView (void) {
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cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
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}
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//==========================================================================
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cvar_t *cl_upspeed;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_yawspeed;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_run;
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cvar_t *cl_anglespeedkey;
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/*
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================
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CL_AdjustAngles
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Moves the local angle positions
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================
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*/
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void CL_AdjustAngles( void ) {
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float speed;
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if ( in_speed.active ) {
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speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
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} else {
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speed = 0.001 * cls.frametime;
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}
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if ( !in_strafe.active ) {
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cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
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cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
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}
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cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
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cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
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}
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/*
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================
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CL_KeyMove
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Sets the usercmd_t based on key states
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================
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*/
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void CL_KeyMove( usercmd_t *cmd ) {
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int movespeed;
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int forward, side, up;
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//
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// adjust for speed key / running
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// the walking flag is to keep animations consistant
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// even during acceleration and develeration
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//
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if ( in_speed.active ^ cl_run->integer ) {
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movespeed = 127;
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cmd->buttons &= ~BUTTON_WALKING;
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} else {
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cmd->buttons |= BUTTON_WALKING;
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movespeed = 64;
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}
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forward = 0;
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side = 0;
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up = 0;
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if ( in_strafe.active ) {
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side += movespeed * CL_KeyState (&in_right);
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side -= movespeed * CL_KeyState (&in_left);
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}
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side += movespeed * CL_KeyState (&in_moveright);
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side -= movespeed * CL_KeyState (&in_moveleft);
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up += movespeed * CL_KeyState (&in_up);
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up -= movespeed * CL_KeyState (&in_down);
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forward += movespeed * CL_KeyState (&in_forward);
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forward -= movespeed * CL_KeyState (&in_back);
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cmd->forwardmove = ClampChar( forward );
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cmd->rightmove = ClampChar( side );
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cmd->upmove = ClampChar( up );
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}
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/*
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=================
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CL_MouseEvent
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=================
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*/
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void CL_MouseEvent( int dx, int dy, int time ) {
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if ( Key_GetCatcher( ) & KEYCATCH_UI ) {
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VM_Call( uivm, UI_MOUSE_EVENT, dx, dy );
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} else if (Key_GetCatcher( ) & KEYCATCH_CGAME) {
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VM_Call (cgvm, CG_MOUSE_EVENT, dx, dy);
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} else {
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cl.mouseDx[cl.mouseIndex] += dx;
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cl.mouseDy[cl.mouseIndex] += dy;
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}
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}
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/*
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=================
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CL_JoystickEvent
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Joystick values stay set until changed
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=================
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*/
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void CL_JoystickEvent( int axis, int value, int time ) {
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if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
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Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
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}
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cl.joystickAxis[axis] = value;
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}
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/*
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=================
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CL_JoystickMove
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=================
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*/
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void CL_JoystickMove( usercmd_t *cmd ) {
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int movespeed;
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float anglespeed;
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if ( in_speed.active ^ cl_run->integer ) {
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movespeed = 2;
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} else {
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movespeed = 1;
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cmd->buttons |= BUTTON_WALKING;
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}
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if ( in_speed.active ) {
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anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
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} else {
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anglespeed = 0.001 * cls.frametime;
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}
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if ( !in_strafe.active ) {
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cl.viewangles[YAW] += anglespeed * cl_yawspeed->value * cl.joystickAxis[AXIS_SIDE];
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} else {
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cmd->rightmove = ClampChar( cmd->rightmove + cl.joystickAxis[AXIS_SIDE] );
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}
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if ( in_mlooking ) {
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cl.viewangles[PITCH] += anglespeed * cl_pitchspeed->value * cl.joystickAxis[AXIS_FORWARD];
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} else {
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cmd->forwardmove = ClampChar( cmd->forwardmove + cl.joystickAxis[AXIS_FORWARD] );
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}
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cmd->upmove = ClampChar( cmd->upmove + cl.joystickAxis[AXIS_UP] );
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}
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/*
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=================
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CL_MouseMove
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=================
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*/
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void CL_MouseMove( usercmd_t *cmd ) {
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float mx, my;
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float accelSensitivity;
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float rate;
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// allow mouse smoothing
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if ( m_filter->integer ) {
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mx = ( cl.mouseDx[0] + cl.mouseDx[1] ) * 0.5;
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my = ( cl.mouseDy[0] + cl.mouseDy[1] ) * 0.5;
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} else {
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mx = cl.mouseDx[cl.mouseIndex];
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my = cl.mouseDy[cl.mouseIndex];
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}
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cl.mouseIndex ^= 1;
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cl.mouseDx[cl.mouseIndex] = 0;
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cl.mouseDy[cl.mouseIndex] = 0;
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rate = sqrt( mx * mx + my * my ) / (float)frame_msec;
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accelSensitivity = ( cl_sensitivity->value *
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cl_platformSensitivity->value ) + rate * cl_mouseAccel->value;
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// scale by FOV
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accelSensitivity *= cl.cgameSensitivity;
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if ( rate && cl_showMouseRate->integer ) {
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Com_Printf( "%f : %f\n", rate, accelSensitivity );
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}
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mx *= accelSensitivity;
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my *= accelSensitivity;
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if (!mx && !my) {
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return;
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}
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// add mouse X/Y movement to cmd
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if ( in_strafe.active ) {
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cmd->rightmove = ClampChar( cmd->rightmove + m_side->value * mx );
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} else {
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cl.viewangles[YAW] -= m_yaw->value * mx;
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}
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if ( (in_mlooking || cl_freelook->integer) && !in_strafe.active ) {
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cl.viewangles[PITCH] += m_pitch->value * my;
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} else {
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cmd->forwardmove = ClampChar( cmd->forwardmove - m_forward->value * my );
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}
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}
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/*
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==============
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CL_CmdButtons
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==============
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*/
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void CL_CmdButtons( usercmd_t *cmd ) {
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int i;
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//
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// figure button bits
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// send a button bit even if the key was pressed and released in
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// less than a frame
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//
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for (i = 0 ; i < 15 ; i++) {
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if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
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cmd->buttons |= 1 << i;
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}
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in_buttons[i].wasPressed = qfalse;
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}
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if ( Key_GetCatcher( ) ) {
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cmd->buttons |= BUTTON_TALK;
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}
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// allow the game to know if any key at all is
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// currently pressed, even if it isn't bound to anything
|
|
if ( anykeydown && Key_GetCatcher( ) == 0 ) {
|
|
cmd->buttons |= BUTTON_ANY;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CL_FinishMove
|
|
==============
|
|
*/
|
|
void CL_FinishMove( usercmd_t *cmd ) {
|
|
int i;
|
|
|
|
// copy the state that the cgame is currently sending
|
|
cmd->weapon = cl.cgameUserCmdValue;
|
|
|
|
// send the current server time so the amount of movement
|
|
// can be determined without allowing cheating
|
|
cmd->serverTime = cl.serverTime;
|
|
|
|
for (i=0 ; i<3 ; i++) {
|
|
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
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 );
|
|
|
|
#if USE_VOIP
|
|
if ( ( in_voiprecord.active ) && ( !cl_voipSend->integer ) ) {
|
|
Cvar_Set("cl_voipSend", "1");
|
|
} else if ( ( !in_voiprecord.active ) && ( cl_voipSend->integer ) ) {
|
|
Cvar_Set("cl_voipSend", "0");
|
|
}
|
|
#endif
|
|
|
|
// 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
|
|
if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// If we are downloading, we send no less than 50ms between packets
|
|
if ( *clc.downloadTempName &&
|
|
cls.realtime - clc.lastPacketSentTime < 50 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// if we don't have a valid gamestate yet, only send
|
|
// one packet a second
|
|
if ( cls.state != CA_ACTIVE &&
|
|
cls.state != CA_PRIMED &&
|
|
!*clc.downloadTempName &&
|
|
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 ( cl_lanForcePackets->integer && 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 > 125 ) {
|
|
Cvar_Set( "cl_maxpackets", "125" );
|
|
}
|
|
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
|
|
<optional reliable commands>
|
|
1 clc_move or clc_moveNoDelta
|
|
1 command count
|
|
<count * usercmds>
|
|
|
|
===================
|
|
*/
|
|
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
|
|
if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
|
|
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 USE_VOIP
|
|
if (clc.voipOutgoingDataSize > 0) { // only send if data.
|
|
MSG_WriteByte (&buf, clc_EOF); // placate legacy servers.
|
|
MSG_WriteByte (&buf, clc_extension);
|
|
MSG_WriteByte (&buf, clc_voip);
|
|
MSG_WriteByte (&buf, clc.voipOutgoingGeneration);
|
|
MSG_WriteLong (&buf, clc.voipOutgoingSequence);
|
|
MSG_WriteByte (&buf, clc.voipOutgoingDataFrames);
|
|
MSG_WriteLong (&buf, 0x7FFFFFFF); // !!! FIXME: send to specific people.
|
|
MSG_WriteLong (&buf, 0x7FFFFFFF); // !!! FIXME: send to specific people.
|
|
MSG_WriteLong (&buf, 0x7FFFFFFF); // !!! FIXME: send to specific people.
|
|
MSG_WriteShort (&buf, clc.voipOutgoingDataSize);
|
|
MSG_WriteData (&buf, clc.voipOutgoingData, clc.voipOutgoingDataSize);
|
|
clc.voipOutgoingSequence += clc.voipOutgoingDataFrames;
|
|
clc.voipOutgoingDataSize = 0;
|
|
clc.voipOutgoingDataFrames = 0;
|
|
} else
|
|
#endif
|
|
|
|
if ( count >= 1 ) {
|
|
if ( cl_showSend->integer ) {
|
|
Com_Printf( "(%i)", count );
|
|
}
|
|
|
|
// begin a client move command
|
|
if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
|
|
|| 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;
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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
|
|
// TTimo: this causes a packet burst, which is bad karma for winsock
|
|
// added a WARNING message, we'll see if there are legit situations where this happens
|
|
while ( clc.netchan.unsentFragments ) {
|
|
Com_DPrintf( "WARNING: #462 unsent fragments (not supposed to happen!)\n" );
|
|
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 ("+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 ("+button0", IN_Button0Down);
|
|
Cmd_AddCommand ("-button0", IN_Button0Up);
|
|
Cmd_AddCommand ("+button1", IN_Button1Down);
|
|
Cmd_AddCommand ("-button1", IN_Button1Up);
|
|
Cmd_AddCommand ("+button2", IN_Button2Down);
|
|
Cmd_AddCommand ("-button2", IN_Button2Up);
|
|
Cmd_AddCommand ("+button3", IN_Button3Down);
|
|
Cmd_AddCommand ("-button3", IN_Button3Up);
|
|
Cmd_AddCommand ("+button4", IN_Button4Down);
|
|
Cmd_AddCommand ("-button4", IN_Button4Up);
|
|
Cmd_AddCommand ("+button5", IN_Button5Down);
|
|
Cmd_AddCommand ("-button5", IN_Button5Up);
|
|
Cmd_AddCommand ("+button6", IN_Button6Down);
|
|
Cmd_AddCommand ("-button6", IN_Button6Up);
|
|
Cmd_AddCommand ("+button7", IN_Button7Down);
|
|
Cmd_AddCommand ("-button7", IN_Button7Up);
|
|
Cmd_AddCommand ("+button8", IN_Button8Down);
|
|
Cmd_AddCommand ("-button8", IN_Button8Up);
|
|
Cmd_AddCommand ("+button9", IN_Button9Down);
|
|
Cmd_AddCommand ("-button9", IN_Button9Up);
|
|
Cmd_AddCommand ("+button10", IN_Button10Down);
|
|
Cmd_AddCommand ("-button10", IN_Button10Up);
|
|
Cmd_AddCommand ("+button11", IN_Button11Down);
|
|
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);
|
|
|
|
#if USE_VOIP
|
|
Cmd_AddCommand ("+voiprecord", IN_VoipRecordDown);
|
|
Cmd_AddCommand ("-voiprecord", IN_VoipRecordUp);
|
|
#endif
|
|
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
|
|
cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
|
|
}
|