raze/source/core/gameinput.cpp

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//-------------------------------------------------------------------------
/*
Copyright (C) 2019 Christoph Oelckers
Copyright (C) 2020 Mitchell Richters
This is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "menu.h"
#include "gamestate.h"
#include "gameinput.h"
#include "d_net.h"
//---------------------------------------------------------------------------
//
// CVARs to control mouse input sensitivity.
//
//---------------------------------------------------------------------------
EXTERN_CVAR(Float, m_sensitivity_x)
CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
//---------------------------------------------------------------------------
//
// Static constants used throughout functions.
//
//---------------------------------------------------------------------------
enum
{
BUILDTICRATE = 120,
TURBOTURNBASE = 590,
};
static InputPacket inputBuffer{};
static double turnheldtime = 0;
static int WeaponToSend = 0;
static int dpad_lock = 0;
ESyncBits ActionsToSend = 0;
bool crouch_toggle = false;
static constexpr double YAW_TURNSPEEDS[3] = { 41.1987304, 156.555175, 272.24121 };
static constexpr double YAW_PREAMBLESCALE = YAW_TURNSPEEDS[0] / YAW_TURNSPEEDS[1];
static constexpr double YAW_LOOKINGSPEED = 801.5625;
static constexpr double YAW_ROTATESPEED = 63.28125;
static constexpr double YAW_LOOKRETURN = 7.5;
static constexpr double YAW_SPINSTAND = 675.;
static constexpr double YAW_SPINCROUCH = YAW_SPINSTAND * 0.5;
static constexpr double PITCH_LOOKSPEED = 222.83185;
static constexpr double PITCH_AIMSPEED = PITCH_LOOKSPEED * 0.5;
static constexpr double PITCH_CENTERSPEED = 10.7375;
static constexpr double PITCH_HORIZOFFSPEED = 4.375;
static constexpr DAngle PITCH_CNTRSINEOFFSET = DAngle90 / 8.;
static constexpr DAngle PITCH_HORIZOFFCLIMB = DAngle::fromDeg(-38.);
static constexpr DAngle PITCH_HORIZOFFPUSH = DAngle::fromDeg(0.4476);
//---------------------------------------------------------------------------
//
// Input scale helper functions.
//
//---------------------------------------------------------------------------
static inline double getTicrateScale(const double value)
{
return value / GameTicRate;
}
static inline DAngle getscaledangle(const DAngle angle, const double scale, const DAngle push)
{
return (angle.Normalized180() * getTicrateScale(scale)) + push;
}
static inline bool scaletozero(DAngle& angle, const double scale, const DAngle push = DAngle::fromDeg(32. / 465.))
{
const auto sgn = angle.Sgn();
if (!sgn || sgn != (angle -= getscaledangle(angle, scale, push * sgn)).Sgn())
{
angle = nullAngle;
return true;
}
return false;
}
//---------------------------------------------------------------------------
//
// Functions for determining whether its turbo turn time (turn key held for a number of tics).
//
//---------------------------------------------------------------------------
static inline void updateTurnHeldAmt(const double scaleAdjust)
{
turnheldtime += getTicrateScale(BUILDTICRATE) * scaleAdjust;
}
static inline bool isTurboTurnTime()
{
return turnheldtime >= getTicrateScale(TURBOTURNBASE);
}
static inline void resetTurnHeldAmt()
{
turnheldtime = 0;
}
//---------------------------------------------------------------------------
//
// Player's movement function, called from game's ticker or from gi->GetInput() as required.
//
//---------------------------------------------------------------------------
void processMovement(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const int drink_amt, const bool allowstrafe, const double turnscale)
{
// set up variables.
const int keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
const float hidspeed = float(getTicrateScale(YAW_TURNSPEEDS[2]) * turnscale);
const float scaleAdjustf = float(scaleAdjust);
// determine player input.
const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) - buttonMap.ButtonDown(gamefunc_Turn_Left);
const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) - buttonMap.ButtonDown(gamefunc_Move_Backward) + hidInput->joyaxes[JOYAXIS_Forward] * scaleAdjustf;
const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) - buttonMap.ButtonDown(gamefunc_Strafe_Left) - hidInput->joyaxes[JOYAXIS_Side] * scaleAdjustf;
// process player angle input.
if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
{
const float turndir = clamp(turning + strafing * !allowstrafe, -1.f, 1.f);
const float turnspeed = float(getTicrateScale(YAW_TURNSPEEDS[keymove]) * turnscale * (isTurboTurnTime() ? 1. : YAW_PREAMBLESCALE));
currInput->avel += hidInput->mousex * m_yaw - (hidInput->joyaxes[JOYAXIS_Yaw] * hidspeed - turndir * turnspeed) * scaleAdjustf;
if (turndir) updateTurnHeldAmt(scaleAdjust); else resetTurnHeldAmt();
}
else
{
currInput->svel += hidInput->mousex * m_side - (hidInput->joyaxes[JOYAXIS_Yaw] - turning) * keymove * scaleAdjustf;
}
// process player pitch input.
if (!(inputBuffer.actions & SB_AIMMODE))
currInput->horz -= hidInput->mousey * m_pitch + hidInput->joyaxes[JOYAXIS_Pitch] * hidspeed * scaleAdjustf;
else
currInput->fvel += hidInput->mousey * m_forward + hidInput->joyaxes[JOYAXIS_Pitch] * keymove * scaleAdjustf;
// process movement input.
currInput->fvel += moving * keymove;
currInput->svel += strafing * keymove * allowstrafe;
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// process RR's drunk state.
if (isRR() && drink_amt >= 66 && drink_amt <= 87)
currInput->svel += drink_amt & 1 ? -currInput->fvel : currInput->fvel;
// add collected input to game's local input accumulation packet.
inputBuffer.fvel = clamp(inputBuffer.fvel + currInput->fvel, -(float)keymove, (float)keymove);
inputBuffer.svel = clamp(inputBuffer.svel + currInput->svel, -(float)keymove, (float)keymove);
inputBuffer.avel = clamp(inputBuffer.avel + currInput->avel, -179.f, 179.f);
inputBuffer.horz = clamp(inputBuffer.horz + currInput->horz, -179.f, 179.f);
}
//---------------------------------------------------------------------------
//
// Player's vehicle movement function.
//
//---------------------------------------------------------------------------
void processVehicleInput(HIDInput* const hidInput, InputPacket* const currInput, const double scaleAdjust, const float baseVel, const float velScale, const bool canMove, const bool canTurn, const bool attenuate)
{
// mask out all actions not compatible with vehicles.
inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
// Cancel out micro-movement
if (fabs(hidInput->mousex) < (m_sensitivity_x * backendinputscale() * 2.f))
hidInput->mousex = 0;
// Yes, we need all these bools...
const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
const auto hidLeft = hidInput->mousex < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0;
const auto hidRight = hidInput->mousex > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0;
const auto turnDir = (kbdRight || hidRight) - (kbdLeft || hidLeft);
if (canMove)
{
currInput->fvel = kbdForwards - kbdBackward + hidInput->joyaxes[JOYAXIS_Forward];
if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH;
}
if (canTurn && turnDir)
{
const bool noattenuate = (isTurboTurnTime() || hidLeft || hidRight) && !attenuate;
const auto vel = (noattenuate) ? (baseVel) : (baseVel * velScale);
currInput->avel = vel * -hidInput->joyaxes[JOYAXIS_Yaw];
if (const auto kbdDir = kbdRight - kbdLeft)
{
currInput->avel += vel * kbdDir;
updateTurnHeldAmt(scaleAdjust);
}
else
{
resetTurnHeldAmt();
}
if (hidInput->mousex)
{
currInput->avel += sqrtf(abs(vel * hidInput->mousex * m_yaw / (float)scaleAdjust) * (7.f / 20.f)) * Sgn(vel) * Sgn(hidInput->mousex);
}
currInput->avel *= (float)scaleAdjust;
}
else
{
resetTurnHeldAmt();
}
inputBuffer.fvel = clamp(inputBuffer.fvel + currInput->fvel, -1.00f, 1.00f);
inputBuffer.avel = clamp(inputBuffer.avel + currInput->avel, -179.f, 179.f);
}
//---------------------------------------------------------------------------
//
// Processes all the input bits.
//
//---------------------------------------------------------------------------
static void ApplyGlobalInput(HIDInput* const hidInput)
{
inputState.GetMouseDelta(hidInput);
if (use_joystick) I_GetAxes(hidInput->joyaxes);
if (WeaponToSend != 0) inputBuffer.setNewWeapon(WeaponToSend);
WeaponToSend = 0;
if (hidInput && buttonMap.ButtonDown(gamefunc_Dpad_Select))
{
// These buttons should not autorepeat. The game handlers are not really equipped for that.
if (hidInput->joyaxes[JOYAXIS_Forward] > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; inputBuffer.setNewWeapon(WeaponSel_Prev); }
else dpad_lock &= ~1;
if (hidInput->joyaxes[JOYAXIS_Forward] < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; inputBuffer.setNewWeapon(WeaponSel_Next); }
else dpad_lock &= ~2;
if ((hidInput->joyaxes[JOYAXIS_Side] < 0 || hidInput->joyaxes[JOYAXIS_Yaw] > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; inputBuffer.actions |= SB_INVPREV; }
else dpad_lock &= ~4;
if ((hidInput->joyaxes[JOYAXIS_Side] > 0 || hidInput->joyaxes[JOYAXIS_Yaw] < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; inputBuffer.actions |= SB_INVNEXT; }
else dpad_lock &= ~8;
// This eats the controller input for regular use
hidInput->joyaxes[JOYAXIS_Side] = 0;
hidInput->joyaxes[JOYAXIS_Forward] = 0;
hidInput->joyaxes[JOYAXIS_Yaw] = 0;
}
else dpad_lock = 0;
gi->reapplyInputBits(&inputBuffer);
inputBuffer.actions |= ActionsToSend;
ActionsToSend = 0;
if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->joyaxes[JOYAXIS_Forward] > 0))
{
inputBuffer.actions |= SB_AIM_UP;
inputBuffer.actions &= ~SB_CENTERVIEW;
}
if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && hidInput->joyaxes[JOYAXIS_Forward] < 0)))
{
inputBuffer.actions |= SB_AIM_DOWN;
inputBuffer.actions &= ~SB_CENTERVIEW;
}
if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
hidInput->joyaxes[JOYAXIS_Forward] = 0;
if (buttonMap.ButtonDown(gamefunc_Jump))
inputBuffer.actions |= SB_JUMP;
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || crouch_toggle)
inputBuffer.actions |= SB_CROUCH;
if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
{
crouch_toggle = !crouch_toggle;
buttonMap.ClearButton(gamefunc_Toggle_Crouch);
}
if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump))
crouch_toggle = false;
if (buttonMap.ButtonDown(gamefunc_Fire))
inputBuffer.actions |= SB_FIRE;
if (buttonMap.ButtonDown(gamefunc_Alt_Fire))
inputBuffer.actions |= SB_ALTFIRE;
if (buttonMap.ButtonDown(gamefunc_Open))
{
if (isBlood()) buttonMap.ClearButton(gamefunc_Open);
inputBuffer.actions |= SB_OPEN;
}
if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)))
inputBuffer.actions |= SB_RUN;
if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
inputBuffer.actions |= SB_AIMMODE;
if (buttonMap.ButtonDown(gamefunc_Look_Up))
inputBuffer.actions |= SB_LOOK_UP;
if (buttonMap.ButtonDown(gamefunc_Look_Down))
inputBuffer.actions |= SB_LOOK_DOWN;
if (buttonMap.ButtonDown(gamefunc_Look_Left))
inputBuffer.actions |= SB_LOOK_LEFT;
if (buttonMap.ButtonDown(gamefunc_Look_Right))
inputBuffer.actions |= SB_LOOK_RIGHT;
if (buttonMap.ButtonDown(gamefunc_Quick_Kick))
inputBuffer.actions |= SB_QUICK_KICK;
}
//---------------------------------------------------------------------------
//
// Processes input and returns a packet if provided.
//
//---------------------------------------------------------------------------
void clearLocalInputBuffer()
{
inputBuffer = {};
crouch_toggle = false;
ActionsToSend = 0;
WeaponToSend = 0;
dpad_lock = 0;
resetTurnHeldAmt();
}
void getInput(const double scaleAdjust, PlayerAngles* const plrAngles, InputPacket* packet)
{
if (M_Active() || gamestate != GS_LEVEL || !plrAngles || !plrAngles->pActor)
{
inputBuffer = {};
return;
}
InputPacket input{};
HIDInput hidInput{};
ApplyGlobalInput(&hidInput);
// Directly update the camera angles if we're unsynchronised.
if (!SyncInput())
{
gi->GetInput(&hidInput, &input, scaleAdjust);
plrAngles->CameraAngles.Yaw += DAngle::fromDeg(input.avel);
plrAngles->CameraAngles.Pitch += DAngle::fromDeg(input.horz);
}
else
{
gi->GetInput(&hidInput, &input, 1);
}
if (packet)
{
*packet = inputBuffer;
inputBuffer = {};
}
}
//---------------------------------------------------------------------------
//
// Adjust player's pitch by way of keyboard input.
//
//---------------------------------------------------------------------------
void PlayerAngles::doPitchKeys(InputPacket* const input)
{
// Cancel return to center if conditions met.
if (input->horz)
input->actions &= ~SB_CENTERVIEW;
// Set up a myriad of bools.
const auto aimingUp = (input->actions & SB_LOOK_UP) == SB_AIM_UP;
const auto aimingDown = (input->actions & SB_LOOK_DOWN) == SB_AIM_DOWN;
const auto lookingUp = (input->actions & SB_LOOK_UP) == SB_LOOK_UP;
const auto lookingDown = (input->actions & SB_LOOK_DOWN) == SB_LOOK_DOWN;
// Process keyboard input.
if (const auto aiming = aimingDown - aimingUp)
{
pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_AIMSPEED) * aiming);
input->actions &= ~SB_CENTERVIEW;
}
if (const auto looking = lookingDown - lookingUp)
{
pActor->spr.Angles.Pitch += DAngle::fromDeg(getTicrateScale(PITCH_LOOKSPEED) * looking);
input->actions |= SB_CENTERVIEW;
}
// Do return to centre.
if ((input->actions & SB_CENTERVIEW) && !(lookingUp || lookingDown))
{
const auto pitch = abs(pActor->spr.Angles.Pitch);
const auto scale = pitch > PITCH_CNTRSINEOFFSET ? (pitch - PITCH_CNTRSINEOFFSET).Cos() : 1.;
if (scaletozero(pActor->spr.Angles.Pitch, PITCH_CENTERSPEED * scale))
input->actions &= ~SB_CENTERVIEW;
}
// clamp before we finish, factoring in the player's view pitch offset.
const auto maximum = GetMaxPitch() - ViewAngles.Pitch * (ViewAngles.Pitch < nullAngle);
const auto minimum = GetMinPitch() - ViewAngles.Pitch * (ViewAngles.Pitch > nullAngle);
pActor->spr.Angles.Pitch = clamp(pActor->spr.Angles.Pitch, maximum, minimum);
}
//---------------------------------------------------------------------------
//
// Adjust player's yaw by way of keyboard input.
//
//---------------------------------------------------------------------------
void PlayerAngles::doYawKeys(InputPacket* const input)
{
if (input->actions & SB_TURNAROUND)
{
if (YawSpin == nullAngle)
{
// currently not spinning, so start a spin
YawSpin = -DAngle180;
}
input->actions &= ~SB_TURNAROUND;
}
if (YawSpin < nullAngle)
{
// return spin to 0
DAngle add = DAngle::fromDeg(getTicrateScale(!(input->actions & SB_CROUCH) ? YAW_SPINSTAND : YAW_SPINCROUCH));
YawSpin += add;
if (YawSpin > nullAngle)
{
// Don't overshoot our target. With variable factor this is possible.
add -= YawSpin;
YawSpin = nullAngle;
}
pActor->spr.Angles.Yaw += add;
}
}
//---------------------------------------------------------------------------
//
// Player's slope tilt when playing without a mouse and on a slope.
//
//---------------------------------------------------------------------------
void PlayerAngles::doViewPitch(const bool canslopetilt, const bool climbing)
{
if (cl_slopetilting && canslopetilt)
{
const auto actorsect = pActor->sector();
if (actorsect && (actorsect->floorstat & CSTAT_SECTOR_SLOPE)) // If the floor is sloped
{
// Get a point, 512 (64 for Blood) units ahead of player's position
const auto rotpt = pActor->spr.pos.XY() + pActor->spr.Angles.Yaw.ToVector() * (!isBlood() ? 32 : 4);
auto tempsect = actorsect;
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updatesector(rotpt, &tempsect);
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if (tempsect != nullptr) // If the new point is inside a valid sector...
{
// Get the floorz as if the new (x,y) point was still in
// your sector, unless it's Blood.
const double j = getflorzofslopeptr(actorsect, pActor->spr.pos.XY());
const double k = getflorzofslopeptr(!isBlood() ? actorsect : tempsect, rotpt);
// If extended point is in same sector as you or the slopes
// of the sector of the extended point and your sector match
// closely (to avoid accidently looking straight out when
// you're at the edge of a sector line) then adjust horizon
// accordingly
if (actorsect == tempsect || (!isBlood() && abs(getflorzofslopeptr(tempsect, rotpt) - k) <= 4))
{
ViewAngles.Pitch -= maphoriz((j - k) * (!isBlood() ? 0.625 : 5.5));
}
}
}
}
if (cl_slopetilting && climbing)
{
// tilt when climbing but you can't even really tell it.
if (ViewAngles.Pitch > PITCH_HORIZOFFCLIMB)
ViewAngles.Pitch += getscaledangle(deltaangle(ViewAngles.Pitch, PITCH_HORIZOFFCLIMB), PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
}
else
{
// Make horizoff grow towards 0 since horizoff is not modified when you're not on a slope.
scaletozero(ViewAngles.Pitch, PITCH_HORIZOFFSPEED, PITCH_HORIZOFFPUSH);
}
// Clamp off against the maximum allowed pitch.
ViewAngles.Pitch = ClampViewPitch(ViewAngles.Pitch);
}
//---------------------------------------------------------------------------
//
// Player's look left/right key angle handler.
//
//---------------------------------------------------------------------------
void PlayerAngles::doViewYaw(InputPacket* const input)
{
// Process angle return to zeros.
scaletozero(ViewAngles.Yaw, YAW_LOOKRETURN);
scaletozero(ViewAngles.Roll, YAW_LOOKRETURN);
// Process keyboard input.
if (const auto looking = !!(input->actions & SB_LOOK_RIGHT) - !!(input->actions & SB_LOOK_LEFT))
{
ViewAngles.Yaw += DAngle::fromDeg(getTicrateScale(YAW_LOOKINGSPEED) * looking);
ViewAngles.Roll += DAngle::fromDeg(getTicrateScale(YAW_ROTATESPEED) * looking);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
FSerializer& Serialize(FSerializer& arc, const char* keyname, PlayerAngles& w, PlayerAngles* def)
{
if (arc.BeginObject(keyname))
{
arc("viewangles", w.ViewAngles)
("spin", w.YawSpin)
("actor", w.pActor)
.EndObject();
if (arc.isReading())
{
w.resetCameraAngles();
}
}
return arc;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
CCMD(slot)
{
// The max differs between games so we have to handle this here.
const bool isDukeShareware = (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE);
const int max = isExhumed() || isDukeShareware ? 7 : isBlood() ? 12 : 10;
if (argv.argc() != 2)
{
Printf("slot <weaponslot>: select a weapon from the given slot (1-%d)", max);
return;
}
const auto slot = atoi(argv[1]);
if (slot >= 1 && slot <= max)
{
WeaponToSend = slot;
}
}
CCMD(weapprev)
{
WeaponToSend = WeaponSel_Prev;
}
CCMD(weapnext)
{
WeaponToSend = WeaponSel_Next;
}
CCMD(weapalt)
{
WeaponToSend = WeaponSel_Alt; // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot.
}
CCMD(useitem)
{
const int max = isExhumed() ? 6 : isSWALL() ? 7 : isBlood() ? 4 : 5;
if (argv.argc() != 2)
{
Printf("useitem <itemnum>: activates an inventory item (1-%d)", max);
return;
}
const auto slot = atoi(argv[1]);
if (slot >= 1 && slot <= max)
{
ActionsToSend |= ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1));
}
}
CCMD(invprev)
{
ActionsToSend |= SB_INVPREV;
}
CCMD(invnext)
{
ActionsToSend |= SB_INVNEXT;
}
CCMD(invuse)
{
ActionsToSend |= SB_INVUSE;
}
CCMD(centerview)
{
ActionsToSend |= SB_CENTERVIEW;
}
CCMD(turnaround)
{
ActionsToSend |= SB_TURNAROUND;
}
CCMD(holsterweapon)
{
ActionsToSend |= SB_HOLSTER;
}
CCMD(warptocoords)
{
if (netgame)
{
Printf("warptocoords cannot be used in multiplayer.\n");
return;
}
if (argv.argc() < 4)
{
Printf("warptocoords [x] [y] [z] [yaw] (optional) [pitch] (optional): warps the player to the specified coordinates\n");
return;
}
if (gamestate != GS_LEVEL)
{
Printf("warptocoords: must be in a level\n");
return;
}
if (const auto pActor = gi->getConsoleActor())
{
pActor->spr.pos = DVector3(atof(argv[1]), atof(argv[2]), atof(argv[3]));
if (argv.argc() > 4) pActor->spr.Angles.Yaw = DAngle::fromDeg(atof(argv[4]));
if (argv.argc() > 5) pActor->spr.Angles.Pitch = DAngle::fromDeg(atof(argv[5]));
pActor->backuploc();
}
}
CCMD(third_person_view)
{
gi->ToggleThirdPerson();
}
CCMD(coop_view)
{
gi->SwitchCoopView();
}
CCMD(show_weapon)
{
gi->ToggleShowWeapon();
}