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git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@15 67975925-1194-0748-b3d5-c16f83f1a3a1
1654 lines
42 KiB
C++
1654 lines
42 KiB
C++
//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: input.cpp $
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// $Date: 2002/10/16 02:12:21 $
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//
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//-------------------------------------------------------------------------------
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// $Log: input.cpp,v $
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// Revision 1.28 2002/10/16 02:12:21 Flayra
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// - Valve anti-cheat integrated!
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//
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// Revision 1.27 2002/08/09 00:13:04 Flayra
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// - Removed explicitly allowing specific commands. I can't remember why this was needed, but it doesn't appear to be anymore.
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//
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// Revision 1.26 2002/08/02 21:39:03 Flayra
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// - Refactored variable names
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//
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// Revision 1.25 2002/07/08 16:13:31 Flayra
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// - Fixed bug where command was able to switch weapons via mousewheel (bug #239)
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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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//xxxxxx Move bob and pitch drifting code here and other stuff from view if needed
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// Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All
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// rights reserved.
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#include "hud.h"
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#include "cl_util.h"
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#include "camera.h"
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extern "C"
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{
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#include "kbutton.h"
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}
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "camera.h"
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#include "in_defs.h"
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#include "view.h"
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#include <string.h>
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#include <ctype.h>
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#include "engine/keydefs.h"
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#include "vgui_TeamFortressViewport.h"
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#include "mod/AvHServerVariables.h"// should we go ahead and just make a SharedVariables.h instead?
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#include "mod/AvHClientVariables.h"
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#include "mod/AvHMessage.h"
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#include "fmod.h"
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#include "mod/AvHScriptManager.h"
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#include "mod/AvHScrollHandler.h"
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#include "mod/AvHCommanderModeHandler.h"
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#include "Util/Mat3.h"
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#include "APIProxy.h"
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#include "Exports.h"
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extern int g_iAlive;
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extern int g_weaponselect;
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extern cl_enginefunc_t gEngfuncs;
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bool gResetViewAngles = false;
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vec3_t gViewAngles;
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extern AvHCommanderModeHandler gCommanderHandler;
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///////////////////////////////
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// Begin Max's Code
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///////////////////////////////
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float gPlayerAngles[3] = { 0, 0, 0 };
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float gTargetPlayerAngles[3] = { 0, 0, 0 };
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float gWorldViewAngles[3] = { 0, 0, 0 };
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///////////////////////////////
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// End Max's Code
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///////////////////////////////
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// Defined in pm_math.c
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//extern "C" float anglemod( float a );
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float anglemod( float a );
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void IN_Init (void);
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void IN_Move ( float frametime, float ioRotationDeltas[3], float ioTranslationDeltas[3]);
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void IN_Shutdown( void );
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void V_Init( void );
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void VectorAngles( const float *forward, float *angles );
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int CL_ButtonBits( int );
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// xxx need client dll function to get and clear impuse
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extern cvar_t *in_joystick;
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int in_impulse = 0;
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int in_cancel = 0;
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cvar_t *m_pitch;
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cvar_t *m_yaw;
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cvar_t *m_forward;
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cvar_t *m_side;
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cvar_t *lookstrafe;
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cvar_t *lookspring;
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//cvar_t *cl_pitchup;
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//cvar_t *cl_pitchdown;
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cvar_t *cl_upspeed;
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cvar_t *cl_movespeedkey;
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cvar_t *cl_yawspeed;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_anglespeedkey;
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cvar_t *cl_vsmoothing;
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cvar_t *cl_autohelp;
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cvar_t *cl_centerentityid;
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cvar_t *cl_musicenabled;
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cvar_t *cl_musicdelay;
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cvar_t *cl_musicvolume;
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cvar_t *cl_musicdir;
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cvar_t *cl_quickselecttime;
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cvar_t *cl_highdetail;
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cvar_t *cl_cmhotkeys;
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cvar_t *cl_forcedefaultfov;
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cvar_t *cl_dynamiclights;
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cvar_t *cl_buildmessages;
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cvar_t *cl_particleinfo;
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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 a parameter to the command so it can be matched up with
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the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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===============================================================================
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*/
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kbutton_t in_mlook;
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kbutton_t in_klook;
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kbutton_t in_jlook;
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kbutton_t in_left;
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kbutton_t in_right;
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kbutton_t in_forward;
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kbutton_t in_back;
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kbutton_t in_lookup;
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kbutton_t in_lookdown;
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kbutton_t in_moveleft;
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kbutton_t in_moveright;
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kbutton_t in_strafe;
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kbutton_t in_speed;
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kbutton_t in_use;
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kbutton_t in_jump;
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kbutton_t in_attack;
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kbutton_t in_attack2;
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kbutton_t in_up;
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kbutton_t in_down;
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kbutton_t in_duck;
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kbutton_t in_reload;
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kbutton_t in_alt1;
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kbutton_t in_score;
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kbutton_t in_break;
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kbutton_t in_graph; // Display the netgraph
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typedef struct kblist_s
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{
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struct kblist_s *next;
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kbutton_t *pkey;
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char name[32];
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} kblist_t;
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kblist_t *g_kbkeys = NULL;
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vector< pair <int, string> > g_PrevCmds;
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/*
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============
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KB_ConvertString
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Removes references to +use and replaces them with the keyname in the output string. If
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a binding is unfound, then the original text is retained.
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NOTE: Only works for text with +word in it.
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============
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*/
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int KB_ConvertString( char *in, char **ppout )
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{
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char sz[ 4096 ];
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char binding[ 64 ];
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char *p;
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char *pOut;
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char *pEnd;
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const char *pBinding;
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if ( !ppout )
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return 0;
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*ppout = NULL;
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p = in;
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pOut = sz;
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while ( *p )
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{
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if ( *p == '+' )
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{
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pEnd = binding;
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while ( *p && ( isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) )
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{
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*pEnd++ = *p++;
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}
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*pEnd = '\0';
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pBinding = NULL;
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if ( strlen( binding + 1 ) > 0 )
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{
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// See if there is a binding for binding?
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pBinding = gEngfuncs.Key_LookupBinding( binding + 1 );
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}
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if ( pBinding )
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{
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*pOut++ = '[';
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pEnd = (char *)pBinding;
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}
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else
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{
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pEnd = binding;
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}
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while ( *pEnd )
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{
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*pOut++ = *pEnd++;
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}
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if ( pBinding )
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{
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*pOut++ = ']';
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}
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}
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else
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{
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*pOut++ = *p++;
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}
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}
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*pOut = '\0';
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pOut = ( char * )malloc( strlen( sz ) + 1 );
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strcpy( pOut, sz );
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*ppout = pOut;
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return 1;
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}
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/*
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============
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KB_Find
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Allows the engine to get a kbutton_t directly ( so it can check +mlook state, etc ) for saving out to .cfg files
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============
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*/
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struct kbutton_s CL_DLLEXPORT *KB_Find( const char *name )
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{
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RecClFindKey(name);
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kblist_t *p;
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p = g_kbkeys;
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while ( p )
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{
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if ( !stricmp( name, p->name ) )
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return p->pkey;
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p = p->next;
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}
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return NULL;
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}
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/*
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============
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KB_Add
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Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find
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============
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*/
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void KB_Add( const char *name, kbutton_t *pkb )
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{
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kblist_t *p;
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kbutton_t *kb;
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kb = KB_Find( name );
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if ( kb )
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return;
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p = ( kblist_t * )malloc( sizeof( kblist_t ) );
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memset( p, 0, sizeof( *p ) );
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strcpy( p->name, name );
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p->pkey = pkb;
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p->next = g_kbkeys;
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g_kbkeys = p;
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}
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/*
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============
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KB_Init
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Add kbutton_t definitions that the engine can query if needed
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============
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*/
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void KB_Init( void )
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{
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g_kbkeys = NULL;
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KB_Add( "in_graph", &in_graph );
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KB_Add( "in_mlook", &in_mlook );
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KB_Add( "in_jlook", &in_jlook );
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}
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/*
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============
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KB_Shutdown
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Clear kblist
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============
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*/
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void KB_Shutdown( void )
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{
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kblist_t *p, *n;
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p = g_kbkeys;
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while ( p )
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{
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n = p->next;
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free( p );
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p = n;
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}
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g_kbkeys = NULL;
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}
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void KeyDown (kbutton_t *b);
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void KeyUp (kbutton_t *b);
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/*
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============
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KeyDown
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============
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*/
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void KeyDown (kbutton_t *b)
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{
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int k;
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char *c;
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c = gEngfuncs.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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int theBlockScripts = (int)gHUD.GetServerVariableFloat(kvBlockScripts);
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char *pCmd = gEngfuncs.Cmd_Argv(0);
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if(theBlockScripts && pCmd)
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{
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bool bFound = false;
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//Check thier last few commands (this prevents false positives if a player is hits several keys real fast)
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for (int i = 0; i < g_PrevCmds.size(); i++)
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{
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//Check both the key pressed and the command it executed.
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if(k == g_PrevCmds[i].first && !strcmp(pCmd, g_PrevCmds[i].second.c_str()))
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{
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bFound = true;
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break;
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}
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}
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// //If they used mwheeldown/mwheelup to activate repeating command, make sure they didnt use +attack or +jump to prevent exploits.
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// if(k == K_MWHEELDOWN || k == K_MWHEELUP && theBlockScripts == 2)
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// {
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// if(strstr(pCmd, "+"))//I could also do pCmd[0] == '+', but that could possibly be bypassed.
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// bFound = false;
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// }
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if(!bFound
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&& strcmp(pCmd, "+mlook")
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&& strcmp(pCmd, "+jlook")
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&& strcmp(pCmd, "+showscores")
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&& strcmp(pCmd, "+use"))
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{
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gEngfuncs.pfnCenterPrint("Scripting is not allowed on this server.");
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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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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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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{
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gEngfuncs.Con_DPrintf ("Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c);
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return;
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}
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if (b->state & 1)
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return; // still down
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b->state |= 1 + 2; // down + impulse down
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}
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/*
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============
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KeyUp
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============
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*/
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void KeyUp (kbutton_t *b)
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{
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int k;
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char *c;
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c = gEngfuncs.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->state = 4; // impulse up
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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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if (b->down[0] || b->down[1])
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{
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//Con_Printf ("Keys down for button: '%c' '%c' '%c' (%d,%d,%d)!\n", b->down[0], b->down[1], c, b->down[0], b->down[1], c);
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return; // some other key is still holding it down
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}
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if (!(b->state & 1))
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return; // still up (this should not happen)
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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bool AvHContainsBlockedCommands(const char* inInput)
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{
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if (inInput == NULL)
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{
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return false;
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}
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const char* kBlockedCommand[] =
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{
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"exec",
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"wait",
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"special",
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"_special"
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};
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// Check for a ; indicating multiple commands.
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if (strchr(inInput, ';') != NULL)
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{
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return true;
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}
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// Check if any of the blocked commands are being used.
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const char* theCommandEnd = strpbrk(inInput, " \t");
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int theCommandLength;
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if (theCommandEnd == NULL)
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{
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theCommandLength = strlen(inInput);
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}
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else
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{
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theCommandLength = theCommandEnd - inInput;
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}
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for (int i = 0; i < sizeof(kBlockedCommand) / sizeof(const char*); ++i)
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{
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if ((int)strlen(kBlockedCommand[i]) == theCommandLength &&
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strncmp(inInput, kBlockedCommand[i], theCommandLength) == 0)
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{
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return true;
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}
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}
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return false;
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}
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/*
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============
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HUD_Key_Event
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Return 1 to allow engine to process the key, otherwise, act on it as needed
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============
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*/
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int CL_DLLEXPORT HUD_Key_Event( int down, int keynum, const char *pszCurrentBinding )
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{
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RecClKeyEvent(down, keynum, pszCurrentBinding);
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// Check to see if the event has any outlawed commands in it.
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float theBlockScripts = gHUD.GetServerVariableFloat(kvBlockScripts);
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if (theBlockScripts && AvHContainsBlockedCommands(pszCurrentBinding))
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{
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if(down)//voogru: only show when going down.
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gEngfuncs.pfnCenterPrint("Scripting is not allowed on this server.\n");
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return 0;
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}
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if(pszCurrentBinding)
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{
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if(g_PrevCmds.size() >= 5)
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g_PrevCmds.erase(g_PrevCmds.begin());//remove the oldest command
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g_PrevCmds.push_back(make_pair(keynum, (string)pszCurrentBinding));
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}
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int theProcessKeyBinding = 1;
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// char theKeyBinding[256] = "none";
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// if(pszCurrentBinding)
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// {
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// sprintf(theKeyBinding, pszCurrentBinding);
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// }
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//
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// char theMessage[512];
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// sprintf(theMessage, "%s (down: %d, keynum %d)", theKeyBinding, down, keynum);
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// CenterPrint(theMessage);
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if(gViewPort /*&& gViewPort->IsOptionsMenuVisible()*/)
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{
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|
|
theProcessKeyBinding = gViewPort->KeyInput(down, keynum, pszCurrentBinding);
|
|
|
|
if(pszCurrentBinding && (!strcmp(pszCurrentBinding, "toggleconsole") || !strcmp(pszCurrentBinding, "cancelselect")))
|
|
{
|
|
theProcessKeyBinding = 1;
|
|
}
|
|
}
|
|
|
|
|
|
// Process topdown commands with precedence first
|
|
if(theProcessKeyBinding && gHUD.GetInTopDownMode())
|
|
{
|
|
if((keynum != 0) && down/*&& pszCurrentBinding*/)
|
|
{
|
|
AvHMessageID theMessageID = gHUD.HotKeyHit(keynum);
|
|
if((theMessageID != MESSAGE_NULL) || (keynum == K_ESCAPE))
|
|
{
|
|
// If ESC or cancel was hit, cancel ghost building
|
|
if((keynum == K_ESCAPE) || (theMessageID == MESSAGE_CANCEL))
|
|
{
|
|
gHUD.SetGhostBuildingMode(MESSAGE_NULL);
|
|
}
|
|
|
|
theProcessKeyBinding = 0;
|
|
}
|
|
|
|
// // Else look for hotkey commands
|
|
// int thePrefixLength = strlen(kHotKeyPrefix);
|
|
// if(down && !strncmp(pszCurrentBinding, kHotKeyPrefix, thePrefixLength))
|
|
// {
|
|
// // Strip out number, pass it to HUD
|
|
// char theNumberString[8];
|
|
// memset(theNumberString, 0, 8);
|
|
// int theBindingLength = strlen(pszCurrentBinding);
|
|
// ASSERT(theBindingLength > thePrefixLength);
|
|
// strncpy(theNumberString, pszCurrentBinding + thePrefixLength, theBindingLength - thePrefixLength);
|
|
//
|
|
// int theBuildTech = MakeIntFromString(string(theNumberString));
|
|
//
|
|
// gHUD.HotKeyHit(theBuildTech);
|
|
//
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// else
|
|
// {
|
|
// // Look for top down only commands, like scrolling
|
|
// if(!strcmp("+forward", pszCurrentBinding))
|
|
// {
|
|
// AvHScrollHandler::ScrollUp();
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// else if(!strcmp("-forward", pszCurrentBinding))
|
|
// {
|
|
// AvHScrollHandler::StopScroll();
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// else if(!strcmp("+back", pszCurrentBinding))
|
|
// {
|
|
// AvHScrollHandler::ScrollDown();
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// else if(!strcmp("-back", pszCurrentBinding))
|
|
// {
|
|
// AvHScrollHandler::StopScroll();
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// else if(!strcmp("+moveleft", pszCurrentBinding))
|
|
// {
|
|
// AvHScrollHandler::ScrollLeft();
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// else if(!strcmp("-moveleft", pszCurrentBinding))
|
|
// {
|
|
// AvHScrollHandler::StopScroll();
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// else if(!strcmp("+moveright", pszCurrentBinding))
|
|
// {
|
|
// AvHScrollHandler::ScrollRight();
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// else if(!strcmp("-moveright", pszCurrentBinding))
|
|
// {
|
|
// AvHScrollHandler::StopScroll();
|
|
// theProcessKeyBinding = 0;
|
|
// }
|
|
// }
|
|
}
|
|
}
|
|
|
|
if(theProcessKeyBinding)
|
|
{
|
|
// Process only a couple keybindings in top down mode
|
|
// if(!gHUD.GetInTopDownMode() || (pszCurrentBinding &&
|
|
//
|
|
// // Misc. commands
|
|
// (!strcmp(pszCurrentBinding, "toggleconsole") || !strcmp(pszCurrentBinding, "cancelselect") || !strcmp(pszCurrentBinding, "+showscores") || !strcmp(pszCurrentBinding, "-showscores") || !strcmp(pszCurrentBinding, "messagemode") || !strcmp(pszCurrentBinding, "messagemode2") || !strcmp(pszCurrentBinding, "snapshot") || !strcmp(pszCurrentBinding, "screenshot") || !strcmp(pszCurrentBinding, "+jump") || !strcmp(pszCurrentBinding, "addbot") || !strcmp(pszCurrentBinding, "+voicerecord") || !strcmp(pszCurrentBinding, "-voicerecord") ||
|
|
//
|
|
// // Movement commands
|
|
// !strcmp(pszCurrentBinding, "testevent") /*|| !strcmp(pszCurrentBinding, "invnext") || !strcmp(pszCurrentBinding, "invprev")*/ || !strcmp(pszCurrentBinding, "+moveleft") || !strcmp(pszCurrentBinding, "-moveleft") || !strcmp(pszCurrentBinding, "+moveright") || !strcmp(pszCurrentBinding, "-moveright") || !strcmp(pszCurrentBinding, "+moveup") || !strcmp(pszCurrentBinding, "-moveup") || !strcmp(pszCurrentBinding, "+movedown") || !strcmp(pszCurrentBinding, "-movedown") ||
|
|
//
|
|
// // For selecting groups
|
|
// !strcmp(pszCurrentBinding, "slot1") || !strcmp(pszCurrentBinding, "slot2") || !strcmp(pszCurrentBinding, "slot3") || !strcmp(pszCurrentBinding, "slot4") || !strcmp(pszCurrentBinding, "slot5") ||
|
|
//
|
|
// // For creating groups
|
|
// !strcmp(pszCurrentBinding, "+duck") || !strcmp(pszCurrentBinding, "-duck") ||
|
|
//
|
|
// // For testing ease
|
|
// !strcmp(pszCurrentBinding, "givepoints")
|
|
//
|
|
// )))
|
|
// {
|
|
if (gViewPort)
|
|
theProcessKeyBinding = gViewPort->KeyInput(down, keynum, pszCurrentBinding);
|
|
|
|
// // Don't
|
|
// if(!strcmp(pszCurrentBinding, "+jump") && gHUD.GetInTopDownMode())
|
|
// {
|
|
// gHUD.GotoAlert();
|
|
// }
|
|
|
|
// }
|
|
}
|
|
|
|
return theProcessKeyBinding;
|
|
}
|
|
|
|
void IN_BreakDown( void ) { KeyDown( &in_break );};
|
|
void IN_BreakUp( void ) { KeyUp( &in_break ); };
|
|
void IN_KLookDown (void) {KeyDown(&in_klook);}
|
|
void IN_KLookUp (void) {KeyUp(&in_klook);}
|
|
void IN_JLookDown (void) {KeyDown(&in_jlook);}
|
|
void IN_JLookUp (void) {KeyUp(&in_jlook);}
|
|
void IN_MLookDown (void) {KeyDown(&in_mlook);}
|
|
void IN_UpDown(void) {KeyDown(&in_up);}
|
|
void IN_UpUp(void) {KeyUp(&in_up);}
|
|
void IN_DownDown(void) {KeyDown(&in_down);}
|
|
void IN_DownUp(void) {KeyUp(&in_down);}
|
|
void IN_LeftDown(void) {KeyDown(&in_left);}
|
|
void IN_LeftUp(void) {KeyUp(&in_left);}
|
|
void IN_RightDown(void) {KeyDown(&in_right);}
|
|
void IN_RightUp(void) {KeyUp(&in_right);}
|
|
|
|
void IN_ForwardDown(void)
|
|
{
|
|
KeyDown(&in_forward);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_FORWARD );
|
|
}
|
|
|
|
void IN_ForwardUp(void)
|
|
{
|
|
KeyUp(&in_forward);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_FORWARD );
|
|
}
|
|
|
|
void IN_BackDown(void)
|
|
{
|
|
KeyDown(&in_back);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_BACK );
|
|
}
|
|
|
|
void IN_BackUp(void)
|
|
{
|
|
KeyUp(&in_back);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_BACK );
|
|
}
|
|
void IN_LookupDown(void) {KeyDown(&in_lookup);}
|
|
void IN_LookupUp(void) {KeyUp(&in_lookup);}
|
|
void IN_LookdownDown(void) {KeyDown(&in_lookdown);}
|
|
void IN_LookdownUp(void) {KeyUp(&in_lookdown);}
|
|
void IN_MoveleftDown(void)
|
|
{
|
|
KeyDown(&in_moveleft);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_MOVELEFT );
|
|
}
|
|
|
|
void IN_MoveleftUp(void)
|
|
{
|
|
KeyUp(&in_moveleft);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_MOVELEFT );
|
|
}
|
|
|
|
void IN_MoverightDown(void)
|
|
{
|
|
KeyDown(&in_moveright);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_MOVERIGHT );
|
|
}
|
|
|
|
void IN_MoverightUp(void)
|
|
{
|
|
KeyUp(&in_moveright);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_MOVERIGHT );
|
|
}
|
|
void IN_SpeedDown(void) {KeyDown(&in_speed);}
|
|
void IN_SpeedUp(void) {KeyUp(&in_speed);}
|
|
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
|
|
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
|
|
|
|
// needs capture by hud/vgui also
|
|
extern void __CmdFunc_InputPlayerSpecial(void);
|
|
|
|
void IN_Attack2Down(void)
|
|
{
|
|
KeyDown(&in_attack2);
|
|
__CmdFunc_InputPlayerSpecial();
|
|
//gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK2 );
|
|
}
|
|
|
|
void IN_Attack2Up(void) {KeyUp(&in_attack2);}
|
|
void IN_UseDown (void)
|
|
{
|
|
KeyDown(&in_use);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_USE );
|
|
}
|
|
void IN_UseUp (void) {KeyUp(&in_use);}
|
|
void IN_JumpDown (void)
|
|
{
|
|
KeyDown(&in_jump);
|
|
|
|
if(gHUD.GetInTopDownMode())
|
|
{
|
|
//gHUD.GotoAlert();
|
|
}
|
|
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_JUMP );
|
|
|
|
}
|
|
|
|
void IN_JumpUp (void)
|
|
{
|
|
KeyUp(&in_jump);
|
|
gHUD.m_Spectator.HandleButtonsUp( IN_JUMP );
|
|
}
|
|
|
|
void IN_DuckDown(void)
|
|
{
|
|
KeyDown(&in_duck);
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_DUCK );
|
|
}
|
|
|
|
void IN_DuckUp(void) {KeyUp(&in_duck);}
|
|
void IN_ReloadDown(void) {KeyDown(&in_reload);}
|
|
void IN_ReloadUp(void) {KeyUp(&in_reload);}
|
|
void IN_Alt1Down(void) {KeyDown(&in_alt1);}
|
|
void IN_Alt1Up(void) {KeyUp(&in_alt1);}
|
|
void IN_GraphDown(void) {KeyDown(&in_graph);}
|
|
void IN_GraphUp(void) {KeyUp(&in_graph);}
|
|
|
|
void IN_AttackDown(void)
|
|
{
|
|
KeyDown( &in_attack );
|
|
gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK );
|
|
}
|
|
|
|
void IN_AttackUp(void)
|
|
{
|
|
KeyUp( &in_attack );
|
|
in_cancel = 0;
|
|
}
|
|
|
|
// Special handling
|
|
void IN_Cancel(void)
|
|
{
|
|
in_cancel = 1;
|
|
}
|
|
|
|
void IN_Impulse (void)
|
|
{
|
|
in_impulse = atoi( gEngfuncs.Cmd_Argv(1) );
|
|
}
|
|
|
|
void IN_ScoreDown(void)
|
|
{
|
|
KeyDown(&in_score);
|
|
|
|
if ( gViewPort )
|
|
{
|
|
//if(gHUD.SwitchUIMode(SCOREBOARD_MODE))
|
|
//{
|
|
gViewPort->ShowScoreBoard();
|
|
//}
|
|
}
|
|
}
|
|
|
|
void IN_ScoreUp(void)
|
|
{
|
|
KeyUp(&in_score);
|
|
|
|
// Removed because it was getting called and hiding mouse <<< cgc >>>
|
|
if ( gViewPort )
|
|
{
|
|
//if(gHUD.SwitchUIMode(MAIN_MODE))
|
|
//{
|
|
gViewPort->HideScoreBoard();
|
|
//}
|
|
}
|
|
}
|
|
|
|
void IN_MLookUp (void)
|
|
{
|
|
KeyUp( &in_mlook );
|
|
if ( !( in_mlook.state & 1 ) && lookspring->value )
|
|
{
|
|
V_StartPitchDrift();
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CL_KeyState
|
|
|
|
Returns 0.25 if a key was pressed and released during the frame,
|
|
0.5 if it was pressed and held
|
|
0 if held then released, and
|
|
1.0 if held for the entire time
|
|
===============
|
|
*/
|
|
float CL_KeyState (kbutton_t *key)
|
|
{
|
|
float val = 0.0;
|
|
int impulsedown, impulseup, down;
|
|
|
|
impulsedown = key->state & 2;
|
|
impulseup = key->state & 4;
|
|
down = key->state & 1;
|
|
|
|
if ( impulsedown && !impulseup )
|
|
{
|
|
// pressed and held this frame?
|
|
val = down ? 0.5 : 0.0;
|
|
}
|
|
|
|
if ( impulseup && !impulsedown )
|
|
{
|
|
// released this frame?
|
|
val = down ? 0.0 : 0.0;
|
|
}
|
|
|
|
if ( !impulsedown && !impulseup )
|
|
{
|
|
// held the entire frame?
|
|
val = down ? 1.0 : 0.0;
|
|
}
|
|
|
|
if ( impulsedown && impulseup )
|
|
{
|
|
if ( down )
|
|
{
|
|
// released and re-pressed this frame
|
|
val = 0.75;
|
|
}
|
|
else
|
|
{
|
|
// pressed and released this frame
|
|
val = 0.25;
|
|
}
|
|
}
|
|
|
|
// clear impulses
|
|
key->state &= 1;
|
|
return val;
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_AdjustAngles
|
|
|
|
Moves the local angle positions
|
|
================
|
|
*/
|
|
void CL_AdjustAngles ( float frametime, float *viewangles )
|
|
{
|
|
float speed;
|
|
float up, down;
|
|
|
|
if (in_speed.state & 1)
|
|
{
|
|
speed = frametime * cl_anglespeedkey->value;
|
|
}
|
|
else
|
|
{
|
|
speed = frametime;
|
|
}
|
|
|
|
if (!(in_strafe.state & 1))
|
|
{
|
|
viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
|
|
viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
|
|
viewangles[YAW] = anglemod(viewangles[YAW]);
|
|
}
|
|
if (in_klook.state & 1)
|
|
{
|
|
V_StopPitchDrift ();
|
|
viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_forward);
|
|
viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_back);
|
|
}
|
|
|
|
up = CL_KeyState (&in_lookup);
|
|
down = CL_KeyState(&in_lookdown);
|
|
|
|
viewangles[PITCH] -= speed*cl_pitchspeed->value * up;
|
|
viewangles[PITCH] += speed*cl_pitchspeed->value * down;
|
|
|
|
if (up || down)
|
|
V_StopPitchDrift ();
|
|
|
|
if (viewangles[PITCH] > 89)
|
|
viewangles[PITCH] = 89;
|
|
if (viewangles[PITCH] < -89)
|
|
viewangles[PITCH] = -89;
|
|
|
|
if (viewangles[ROLL] > 50)
|
|
viewangles[ROLL] = 50;
|
|
if (viewangles[ROLL] < -50)
|
|
viewangles[ROLL] = -50;
|
|
}
|
|
|
|
/*
|
|
================
|
|
CL_CreateMove
|
|
|
|
Send the intended movement message to the server
|
|
if active == 1 then we are 1) not playing back demos ( where our commands are ignored ) and
|
|
2 ) we have finished signing on to server
|
|
================
|
|
*/
|
|
void CL_DLLEXPORT CL_CreateMove ( float frametime, struct usercmd_s *cmd, int active )
|
|
{
|
|
RecClCL_CreateMove(frametime, cmd, active);
|
|
|
|
float spd;
|
|
vec3_t viewangles;
|
|
static vec3_t oldangles;
|
|
|
|
if ( active && (!gViewPort || !gViewPort->IsOptionsMenuVisible()) /*&& !gHUD.GetShowingMap()*/)
|
|
{
|
|
int theButtonState = CL_ButtonBits( 1 );
|
|
|
|
memset (cmd, 0, sizeof(*cmd));
|
|
|
|
float theRotationDeltas[3] = {0,0,0};
|
|
float theTranslationDeltas[3] = {0,0,0};
|
|
|
|
IN_Move(frametime,theRotationDeltas,theTranslationDeltas);
|
|
|
|
if(gResetViewAngles)
|
|
{
|
|
VectorCopy(gViewAngles,viewangles);
|
|
gResetViewAngles = false;
|
|
}
|
|
else
|
|
{
|
|
gEngfuncs.GetViewAngles( (float *)viewangles );
|
|
}
|
|
VectorAdd(viewangles,theRotationDeltas,viewangles);
|
|
CL_AdjustAngles ( frametime, viewangles );
|
|
|
|
#ifdef SKULK_VIEW_ROTATION
|
|
//note : this code uses an older view angle tracking system
|
|
//and won't compile without changes
|
|
cl_entity_t* ent = gEngfuncs.GetLocalPlayer();
|
|
if (ent->curstate.iuser3 == AVH_USER3_ALIEN_PLAYER1)
|
|
{
|
|
|
|
// Transform the view angles from the local space of the entity into
|
|
// the world space.
|
|
|
|
Mat3 objectMatrix(gPlayerAngles);
|
|
Mat3 viewMatrix(gPlayerViewAngles);
|
|
|
|
(objectMatrix * viewMatrix).GetEulerAngles(viewangles);
|
|
|
|
// Since we've updated the local coordinate frame to align with the view,
|
|
// reset the local view angles.
|
|
|
|
gPlayerViewAngles[YAW] = 90;
|
|
gPlayerViewAngles[ROLL] = 0;
|
|
|
|
}
|
|
else
|
|
#endif
|
|
|
|
gEngfuncs.SetViewAngles( (float *)viewangles );
|
|
VectorCopy (viewangles,gWorldViewAngles);
|
|
|
|
// If we're in topdown mode
|
|
bool theProcessedMove = false;
|
|
bool theIsSendingSpecialEvent = false;
|
|
bool theOverrideImpulse = false;
|
|
float theWorldX, theWorldY;
|
|
int theScriptImpulse = 0;
|
|
|
|
AvHMessageID theAlienAbility = MESSAGE_NULL;
|
|
AvHMessageID theGroupMessage = MESSAGE_NULL;
|
|
|
|
//int theUpgradeVar = gEngfuncs.GetLocalPlayer()->curstate.iuser4;
|
|
//bool theIsParalyzed = GetHasUpgrade(theUpgradeVar, PLAYER_PARALYZED);
|
|
if(AvHScriptManager::Instance()->GetClientMove(theButtonState, theScriptImpulse))
|
|
{
|
|
if(theScriptImpulse)
|
|
{
|
|
theOverrideImpulse = true;
|
|
}
|
|
//theProcessedMove = true;
|
|
|
|
// TODO: Pass theButtonState to override all CL_KeyState() calls
|
|
}
|
|
else if(gHUD.GetInTopDownMode())
|
|
{
|
|
cmd->upmove = cmd->sidemove = cmd->forwardmove = 0;
|
|
|
|
// If a button was JUST pressed or released
|
|
vec3_t theMouseNormPos;
|
|
AvHMessageID theTechEvent = MESSAGE_NULL;
|
|
if(gCommanderHandler.GetMoveToWorldPosition(theWorldX, theWorldY))
|
|
{
|
|
// Commander wants to scroll to an area of the mini-map
|
|
cmd->impulse = COMMANDER_MOVETO;
|
|
cmd->upmove = theWorldX/kWorldPosNetworkConstant;
|
|
cmd->sidemove = theWorldY/kWorldPosNetworkConstant;
|
|
gCommanderHandler.ClearMoveToPosition();
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
}
|
|
else if(gCommanderHandler.GetDefaultOrderPosition(theWorldX, theWorldY))
|
|
{
|
|
// Commander wants to scroll to an area of the mini-map
|
|
cmd->impulse = COMMANDER_DEFAULTORDER;
|
|
cmd->upmove = theWorldX/kWorldPosNetworkConstant;
|
|
cmd->sidemove = theWorldY/kWorldPosNetworkConstant;
|
|
gCommanderHandler.ClearDefaultOrderPosition();
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
}
|
|
else if(gHUD.GetAndClearTechEvent(theTechEvent))
|
|
{
|
|
cmd->impulse = theTechEvent;
|
|
theProcessedMove = true;
|
|
theIsSendingSpecialEvent = true;
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
}
|
|
// else scroll
|
|
else
|
|
{
|
|
// Scroll the view if the HUD tells us to, otherwise use normal key presses
|
|
int theScrollX = 0, theScrollY = 0, theScrollZ = 0;
|
|
gHUD.GetAndClearTopDownScrollAmount(theScrollX, theScrollY, theScrollZ);
|
|
|
|
if(theScrollX || theScrollY || theScrollZ)
|
|
{
|
|
// Commander move speed
|
|
float kCommanderMoveSpeed = 1000;
|
|
cmd->upmove += kCommanderMoveSpeed * theScrollY;
|
|
cmd->sidemove += kCommanderMoveSpeed * theScrollX;
|
|
cmd->forwardmove += kCommanderMoveSpeed * theScrollZ;
|
|
if(theScrollZ != 0)
|
|
{
|
|
int a = 0;
|
|
}
|
|
//cmd->forwardmove += 0;//cl_forwardspeed->value * theScrollZ;
|
|
|
|
cmd->impulse = COMMANDER_SCROLL;
|
|
theOverrideImpulse = true;
|
|
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
//theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
}
|
|
else if(gHUD.GetAndClearGroupEvent(theGroupMessage))
|
|
{
|
|
cmd->impulse = theGroupMessage;
|
|
theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
|
|
gHUD.SetLastHotkeySelectionEvent(theGroupMessage);
|
|
}
|
|
// else if(gHUD.GetTrackingEntity() > 0)
|
|
// {
|
|
// int theTrackingEntity = gHUD.GetTrackingEntity();
|
|
// cmd->upmove = theTrackingEntity*kHotKeyNetworkFactor;
|
|
// cmd->impulse = COMMANDER_TRACKENTITY;
|
|
//
|
|
// theIsSendingSpecialEvent = true;
|
|
// theProcessedMove = true;
|
|
// }
|
|
else if(in_impulse != 0)
|
|
{
|
|
bool theProcessImpulse = false;
|
|
switch(in_impulse)
|
|
{
|
|
case COMMANDER_SELECTALL:
|
|
case COMMANDER_NEXTIDLE:
|
|
case COMMANDER_NEXTAMMO:
|
|
case COMMANDER_NEXTHEALTH:
|
|
theProcessImpulse = true;
|
|
break;
|
|
}
|
|
|
|
if(theProcessImpulse)
|
|
{
|
|
cmd->impulse = in_impulse;
|
|
in_impulse = 0;
|
|
|
|
theProcessedMove = true;
|
|
theIsSendingSpecialEvent = true;
|
|
}
|
|
}
|
|
|
|
if(!theProcessedMove && gHUD.GetAndClearSelectionEvent(theMouseNormPos, theTechEvent))
|
|
{
|
|
// Store world position x,y in upmove,sidemove
|
|
cmd->upmove = theMouseNormPos.x*kSelectionNetworkConstant;
|
|
cmd->sidemove = theMouseNormPos.y*kSelectionNetworkConstant;
|
|
cmd->forwardmove = theMouseNormPos.z*kSelectionNetworkConstant;
|
|
|
|
// Set impulse indicating this
|
|
//cmd->impulse = COMMANDER_MOUSECOORD;
|
|
|
|
// This could be COMMANDER_MOUSECOORD or BUILD_TURRET or one of the other BUILD_ events
|
|
// They are all sent the same way
|
|
cmd->impulse = theTechEvent;
|
|
|
|
// Order mode isn't currently used but may be in the future
|
|
//cmd->weaponselect = gHUD.GetOrderMode();
|
|
|
|
// Set buttons. Attack gets turned off when we're in mouse mode (apparently)
|
|
// so we need to set the buttons manually
|
|
cmd->buttons = theButtonState;
|
|
if(gHUD.GetMouseOneDown())
|
|
{
|
|
cmd->buttons |= IN_ATTACK;
|
|
}
|
|
if(gHUD.GetMouseTwoDown())
|
|
{
|
|
cmd->buttons |= IN_ATTACK2;
|
|
}
|
|
|
|
gHUD.ClearTrackingEntity();
|
|
|
|
theIsSendingSpecialEvent = true;
|
|
theProcessedMove = true;
|
|
}
|
|
}
|
|
}
|
|
else if(gHUD.GetAndClearAlienAbility(theAlienAbility))
|
|
{
|
|
cmd->impulse = theAlienAbility;
|
|
|
|
// Added by mmcguire.
|
|
// 255 signifies that the impulse came from us and not from the console.
|
|
cmd->weaponselect = 255;
|
|
|
|
theProcessedMove = true;
|
|
theIsSendingSpecialEvent = true;
|
|
|
|
}
|
|
|
|
// else process move normally
|
|
if(!theProcessedMove)
|
|
{
|
|
if ( in_strafe.state & 1 )
|
|
{
|
|
cmd->sidemove += kSideSpeed * CL_KeyState (&in_right);
|
|
cmd->sidemove -= kSideSpeed * CL_KeyState (&in_left);
|
|
}
|
|
|
|
cmd->sidemove += kSideSpeed * CL_KeyState (&in_moveright);
|
|
cmd->sidemove -= kSideSpeed * CL_KeyState (&in_moveleft);
|
|
|
|
cmd->upmove += cl_upspeed->value * CL_KeyState (&in_up);
|
|
cmd->upmove -= cl_upspeed->value * CL_KeyState (&in_down);
|
|
|
|
if ( !(in_klook.state & 1 ) )
|
|
{
|
|
cmd->forwardmove += kForwardSpeed * CL_KeyState (&in_forward);
|
|
cmd->forwardmove -= kBackSpeed * CL_KeyState (&in_back);
|
|
}
|
|
}
|
|
|
|
if(!theIsSendingSpecialEvent)
|
|
{
|
|
// adjust for speed key
|
|
if ( in_speed.state & 1 )
|
|
{
|
|
cmd->forwardmove *= cl_movespeedkey->value;
|
|
cmd->sidemove *= cl_movespeedkey->value;
|
|
cmd->upmove *= cl_movespeedkey->value;
|
|
}
|
|
|
|
// clip to maxspeed
|
|
spd = gEngfuncs.GetClientMaxspeed();
|
|
|
|
if ( spd != 0.0 )
|
|
{
|
|
// scale the 3 speeds so that the total velocity is not > cl.maxspeed
|
|
float fmov = sqrt( (cmd->forwardmove*cmd->forwardmove) + (cmd->sidemove*cmd->sidemove) + (cmd->upmove*cmd->upmove) );
|
|
|
|
if ( fmov > spd )
|
|
{
|
|
float fratio = spd / fmov;
|
|
cmd->forwardmove *= fratio;
|
|
cmd->sidemove *= fratio;
|
|
cmd->upmove *= fratio;
|
|
}
|
|
}
|
|
|
|
// Allow mice and other controllers to add their inputs
|
|
cmd->forwardmove += theTranslationDeltas[0];
|
|
cmd->sidemove += theTranslationDeltas[1];
|
|
cmd->upmove += theTranslationDeltas[2];
|
|
|
|
if(!theOverrideImpulse)
|
|
{
|
|
cmd->impulse = in_impulse;
|
|
in_impulse = 0;
|
|
}
|
|
|
|
cmd->weaponselect = g_weaponselect;
|
|
g_weaponselect = 0;
|
|
|
|
//
|
|
// set button and flag bits
|
|
//
|
|
cmd->buttons = theButtonState;
|
|
|
|
// If they're in a modal dialog, or we're stunned, ignore the attack button.
|
|
int theLocalUpgrades = gHUD.GetLocalUpgrades();
|
|
if( GetClientVoiceMgr()->IsInSquelchMode() )
|
|
{
|
|
cmd->buttons &= ~IN_ATTACK;
|
|
}
|
|
|
|
// Using joystick?
|
|
if ( in_joystick->value )
|
|
{
|
|
if ( cmd->forwardmove > 0 )
|
|
{
|
|
cmd->buttons |= IN_FORWARD;
|
|
}
|
|
else if ( cmd->forwardmove < 0 )
|
|
{
|
|
cmd->buttons |= IN_BACK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
///////////////////////////////
|
|
// Begin Max's Code
|
|
///////////////////////////////
|
|
|
|
// If the entity is a Skulk then transform the move from local space to
|
|
// world space.
|
|
|
|
|
|
#ifdef SKULK_VIEW_ROTATION
|
|
cl_entity_t* ent = gEngfuncs.GetLocalPlayer();
|
|
if (ent->curstate.iuser3 == AVH_USER3_ALIEN_PLAYER1 && cl_rotateview->value != 0)
|
|
{
|
|
|
|
vec3_t forward;
|
|
vec3_t right;
|
|
vec3_t up;
|
|
|
|
AngleVectors(gWorldViewAngles, forward, right, up);
|
|
|
|
VectorScale(forward, cmd->forwardmove, forward);
|
|
VectorScale(right, cmd->sidemove, right);
|
|
VectorScale(up, cmd->upmove, up);
|
|
|
|
vec3_t normalForward;
|
|
vec3_t normalRight;
|
|
vec3_t normalUp;
|
|
|
|
AngleVectors(ent->angles, normalForward, normalRight, normalUp);
|
|
|
|
cmd->forwardmove = DotProduct(normalForward, forward) +
|
|
DotProduct(normalForward, right) +
|
|
DotProduct(normalForward, up);
|
|
|
|
cmd->sidemove = DotProduct(normalRight, forward) +
|
|
DotProduct(normalRight, right) +
|
|
DotProduct(normalRight, up);
|
|
|
|
cmd->upmove = DotProduct(normalUp, forward) +
|
|
DotProduct(normalUp, right) +
|
|
DotProduct(normalUp, up);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
///////////////////////////////
|
|
// End Max's Code
|
|
///////////////////////////////
|
|
|
|
gEngfuncs.GetViewAngles( (float *)viewangles );
|
|
|
|
// Set current view angles but not if frozen (this still allows you to rotate in first-person, but player model won't change)
|
|
int theUser4 = gHUD.GetLocalUpgrades();
|
|
bool theIsFrozen = GetHasUpgrade(theUser4, MASK_PLAYER_STUNNED) || GetHasUpgrade(theUser4, MASK_ALIEN_EMBRYO);
|
|
|
|
if ( g_iAlive && !theIsFrozen)
|
|
{
|
|
VectorCopy( viewangles, cmd->viewangles );
|
|
VectorCopy( viewangles, oldangles );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( oldangles, cmd->viewangles );
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_IsDead
|
|
|
|
Returns 1 if health is <= 0
|
|
============
|
|
*/
|
|
int CL_IsDead( void )
|
|
{
|
|
return ( gHUD.m_Health.m_iHealth <= 0 ) ? 1 : 0;
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_ButtonBits
|
|
|
|
Returns appropriate button info for keyboard and mouse state
|
|
Set bResetState to 1 to clear old state info
|
|
============
|
|
*/
|
|
int CL_ButtonBits( int bResetState )
|
|
{
|
|
int bits = 0;
|
|
|
|
if ( in_attack.state & 3 )
|
|
{
|
|
bits |= IN_ATTACK;
|
|
}
|
|
|
|
if (in_duck.state & 3)
|
|
{
|
|
bits |= IN_DUCK;
|
|
}
|
|
|
|
if (in_jump.state & 3)
|
|
{
|
|
bits |= IN_JUMP;
|
|
}
|
|
|
|
if ( in_forward.state & 3 )
|
|
{
|
|
bits |= IN_FORWARD;
|
|
}
|
|
|
|
if (in_back.state & 3)
|
|
{
|
|
bits |= IN_BACK;
|
|
}
|
|
|
|
if (in_use.state & 3)
|
|
{
|
|
bits |= IN_USE;
|
|
}
|
|
|
|
if (in_cancel)
|
|
{
|
|
bits |= IN_CANCEL;
|
|
}
|
|
|
|
if ( in_left.state & 3 )
|
|
{
|
|
bits |= IN_LEFT;
|
|
}
|
|
|
|
if (in_right.state & 3)
|
|
{
|
|
bits |= IN_RIGHT;
|
|
}
|
|
|
|
if ( in_moveleft.state & 3 )
|
|
{
|
|
bits |= IN_MOVELEFT;
|
|
}
|
|
|
|
if (in_moveright.state & 3)
|
|
{
|
|
bits |= IN_MOVERIGHT;
|
|
}
|
|
|
|
if (in_attack2.state & 3)
|
|
{
|
|
bits |= IN_ATTACK2;
|
|
}
|
|
|
|
if (in_reload.state & 3)
|
|
{
|
|
bits |= IN_RELOAD;
|
|
}
|
|
|
|
if (in_alt1.state & 3)
|
|
{
|
|
bits |= IN_ALT1;
|
|
}
|
|
|
|
if ( in_score.state & 3 )
|
|
{
|
|
bits |= IN_SCORE;
|
|
}
|
|
|
|
// Dead or in intermission? Shore scoreboard, too
|
|
if ( CL_IsDead() || gHUD.m_iIntermission )
|
|
{
|
|
bits |= IN_SCORE;
|
|
}
|
|
|
|
if ( bResetState )
|
|
{
|
|
in_attack.state &= ~2;
|
|
in_duck.state &= ~2;
|
|
in_jump.state &= ~2;
|
|
in_forward.state &= ~2;
|
|
in_back.state &= ~2;
|
|
in_use.state &= ~2;
|
|
in_left.state &= ~2;
|
|
in_right.state &= ~2;
|
|
in_moveleft.state &= ~2;
|
|
in_moveright.state &= ~2;
|
|
in_attack2.state &= ~2;
|
|
in_reload.state &= ~2;
|
|
in_alt1.state &= ~2;
|
|
in_score.state &= ~2;
|
|
}
|
|
|
|
return bits;
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_ResetButtonBits
|
|
|
|
============
|
|
*/
|
|
void CL_ResetButtonBits( int bits )
|
|
{
|
|
int bitsNew = CL_ButtonBits( 0 ) ^ bits;
|
|
|
|
// Has the attack button been changed
|
|
if ( bitsNew & IN_ATTACK )
|
|
{
|
|
// Was it pressed? or let go?
|
|
if ( bits & IN_ATTACK )
|
|
{
|
|
KeyDown( &in_attack );
|
|
}
|
|
else
|
|
{
|
|
// totally clear state
|
|
in_attack.state &= ~7;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
InitInput
|
|
============
|
|
*/
|
|
void InitInput (void)
|
|
{
|
|
gEngfuncs.pfnAddCommand ("+moveup",IN_UpDown);
|
|
gEngfuncs.pfnAddCommand ("-moveup",IN_UpUp);
|
|
gEngfuncs.pfnAddCommand ("+movedown",IN_DownDown);
|
|
gEngfuncs.pfnAddCommand ("-movedown",IN_DownUp);
|
|
gEngfuncs.pfnAddCommand ("+left",IN_LeftDown);
|
|
gEngfuncs.pfnAddCommand ("-left",IN_LeftUp);
|
|
gEngfuncs.pfnAddCommand ("+right",IN_RightDown);
|
|
gEngfuncs.pfnAddCommand ("-right",IN_RightUp);
|
|
gEngfuncs.pfnAddCommand ("+forward",IN_ForwardDown);
|
|
gEngfuncs.pfnAddCommand ("-forward",IN_ForwardUp);
|
|
gEngfuncs.pfnAddCommand ("+back",IN_BackDown);
|
|
gEngfuncs.pfnAddCommand ("-back",IN_BackUp);
|
|
gEngfuncs.pfnAddCommand ("+lookup", IN_LookupDown);
|
|
gEngfuncs.pfnAddCommand ("-lookup", IN_LookupUp);
|
|
gEngfuncs.pfnAddCommand ("+lookdown", IN_LookdownDown);
|
|
gEngfuncs.pfnAddCommand ("-lookdown", IN_LookdownUp);
|
|
gEngfuncs.pfnAddCommand ("+strafe", IN_StrafeDown);
|
|
gEngfuncs.pfnAddCommand ("-strafe", IN_StrafeUp);
|
|
gEngfuncs.pfnAddCommand ("+moveleft", IN_MoveleftDown);
|
|
gEngfuncs.pfnAddCommand ("-moveleft", IN_MoveleftUp);
|
|
gEngfuncs.pfnAddCommand ("+moveright", IN_MoverightDown);
|
|
gEngfuncs.pfnAddCommand ("-moveright", IN_MoverightUp);
|
|
gEngfuncs.pfnAddCommand ("+speed", IN_SpeedDown);
|
|
gEngfuncs.pfnAddCommand ("-speed", IN_SpeedUp);
|
|
gEngfuncs.pfnAddCommand ("+attack", IN_AttackDown);
|
|
gEngfuncs.pfnAddCommand ("-attack", IN_AttackUp);
|
|
gEngfuncs.pfnAddCommand ("+attack2", IN_Attack2Down);
|
|
gEngfuncs.pfnAddCommand ("-attack2", IN_Attack2Up);
|
|
gEngfuncs.pfnAddCommand ("+use", IN_UseDown);
|
|
gEngfuncs.pfnAddCommand ("-use", IN_UseUp);
|
|
gEngfuncs.pfnAddCommand ("+jump", IN_JumpDown);
|
|
gEngfuncs.pfnAddCommand ("-jump", IN_JumpUp);
|
|
gEngfuncs.pfnAddCommand ("impulse", IN_Impulse);
|
|
gEngfuncs.pfnAddCommand ("+klook", IN_KLookDown);
|
|
gEngfuncs.pfnAddCommand ("-klook", IN_KLookUp);
|
|
gEngfuncs.pfnAddCommand ("+mlook", IN_MLookDown);
|
|
gEngfuncs.pfnAddCommand ("-mlook", IN_MLookUp);
|
|
gEngfuncs.pfnAddCommand ("+jlook", IN_JLookDown);
|
|
gEngfuncs.pfnAddCommand ("-jlook", IN_JLookUp);
|
|
gEngfuncs.pfnAddCommand ("+duck", IN_DuckDown);
|
|
gEngfuncs.pfnAddCommand ("-duck", IN_DuckUp);
|
|
gEngfuncs.pfnAddCommand ("+reload", IN_ReloadDown);
|
|
gEngfuncs.pfnAddCommand ("-reload", IN_ReloadUp);
|
|
gEngfuncs.pfnAddCommand ("+alt1", IN_Alt1Down);
|
|
gEngfuncs.pfnAddCommand ("-alt1", IN_Alt1Up);
|
|
gEngfuncs.pfnAddCommand ("+score", IN_ScoreDown);
|
|
gEngfuncs.pfnAddCommand ("-score", IN_ScoreUp);
|
|
gEngfuncs.pfnAddCommand ("+showscores", IN_ScoreDown);
|
|
gEngfuncs.pfnAddCommand ("-showscores", IN_ScoreUp);
|
|
gEngfuncs.pfnAddCommand ("+graph", IN_GraphDown);
|
|
gEngfuncs.pfnAddCommand ("-graph", IN_GraphUp);
|
|
gEngfuncs.pfnAddCommand ("+break",IN_BreakDown);
|
|
gEngfuncs.pfnAddCommand ("-break",IN_BreakUp);
|
|
|
|
lookstrafe = gEngfuncs.pfnRegisterVariable ( "lookstrafe", "0", FCVAR_ARCHIVE );
|
|
lookspring = gEngfuncs.pfnRegisterVariable ( "lookspring", "0", FCVAR_ARCHIVE );
|
|
cl_anglespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_anglespeedkey", "0.67", 0 );
|
|
cl_yawspeed = gEngfuncs.pfnRegisterVariable ( "cl_yawspeed", "210", 0 );
|
|
cl_pitchspeed = gEngfuncs.pfnRegisterVariable ( "cl_pitchspeed", "225", 0 );
|
|
cl_upspeed = gEngfuncs.pfnRegisterVariable ( "cl_upspeed", "320", 0 );
|
|
cl_movespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_movespeedkey", "0.3", 0 );
|
|
//cl_pitchup = gEngfuncs.pfnRegisterVariable ( "cl_pitchup", "89", 0 );
|
|
//cl_pitchdown = gEngfuncs.pfnRegisterVariable ( "cl_pitchdown", "89", 0 );
|
|
|
|
cl_vsmoothing = gEngfuncs.pfnRegisterVariable ( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE );
|
|
|
|
m_pitch = gEngfuncs.pfnRegisterVariable ( "m_pitch","0.022", FCVAR_ARCHIVE );
|
|
m_yaw = gEngfuncs.pfnRegisterVariable ( "m_yaw","0.022", FCVAR_ARCHIVE );
|
|
m_forward = gEngfuncs.pfnRegisterVariable ( "m_forward","1", FCVAR_ARCHIVE );
|
|
m_side = gEngfuncs.pfnRegisterVariable ( "m_side","0.8", FCVAR_ARCHIVE );
|
|
|
|
cl_autohelp = gEngfuncs.pfnRegisterVariable ( kvAutoHelp, "1.0", FCVAR_ARCHIVE );
|
|
cl_centerentityid = gEngfuncs.pfnRegisterVariable ( kvCenterEntityID, "0.0", FCVAR_ARCHIVE );
|
|
cl_musicenabled = gEngfuncs.pfnRegisterVariable ( kvMusicEnabled, "1.0", FCVAR_ARCHIVE );
|
|
cl_musicvolume = gEngfuncs.pfnRegisterVariable ( kvMusicVolume, "155", FCVAR_ARCHIVE );
|
|
cl_musicdir = gEngfuncs.pfnRegisterVariable ( kvMusicDirectory, "", FCVAR_ARCHIVE);
|
|
cl_musicdelay = gEngfuncs.pfnRegisterVariable ( kvMusicDelay, "90", FCVAR_ARCHIVE);
|
|
cl_forcedefaultfov = gEngfuncs.pfnRegisterVariable ( kvForceDefaultFOV, "0", FCVAR_ARCHIVE );
|
|
cl_dynamiclights = gEngfuncs.pfnRegisterVariable ( kvDynamicLights, "1", FCVAR_ARCHIVE );
|
|
cl_buildmessages = gEngfuncs.pfnRegisterVariable ( kvBuildMessages, "1", FCVAR_ARCHIVE);
|
|
cl_quickselecttime = gEngfuncs.pfnRegisterVariable ( kvQuickSelectTime, ".15", FCVAR_ARCHIVE );
|
|
cl_highdetail = gEngfuncs.pfnRegisterVariable ( kvHighDetail, "1", FCVAR_ARCHIVE );
|
|
cl_cmhotkeys = gEngfuncs.pfnRegisterVariable ( kvCMHotkeys, "qwerasdfzxcv", FCVAR_ARCHIVE );
|
|
cl_forcedefaultfov = gEngfuncs.pfnRegisterVariable ( kvForceDefaultFOV, "0", FCVAR_ARCHIVE );
|
|
cl_particleinfo = gEngfuncs.pfnRegisterVariable ( kvParticleInfo, "0", FCVAR_ARCHIVE );
|
|
|
|
// Initialize third person camera controls.
|
|
CAM_Init();
|
|
// Initialize inputs
|
|
IN_Init();
|
|
// Initialize keyboard
|
|
KB_Init();
|
|
// Initialize view system
|
|
V_Init();
|
|
}
|
|
|
|
/*
|
|
============
|
|
ShutdownInput
|
|
============
|
|
*/
|
|
void ShutdownInput (void)
|
|
{
|
|
IN_Shutdown();
|
|
KB_Shutdown();
|
|
}
|
|
|
|
void CL_DLLEXPORT HUD_Shutdown( void )
|
|
{
|
|
RecClShutdown();
|
|
|
|
ShutdownInput();
|
|
|
|
gHUD.Shutdown();
|
|
}
|