mirror of
https://github.com/ZDoom/Raze.git
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3625a6af52
* No refactoring around it yet. * The #includes could use some cleaning up...
482 lines
14 KiB
C++
482 lines
14 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2019 Christoph Oelckers
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Copyright (C) 2020 Mitchell Richters
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "menu.h"
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#include "gamestate.h"
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#include "gameinput.h"
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#include "coreplayer.h"
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#include "g_input.h"
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//---------------------------------------------------------------------------
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//
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// CVARs to control input.
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//
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//---------------------------------------------------------------------------
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CVAR(Bool, cl_noturnscaling, false, CVAR_GLOBALCONFIG | CVAR_ARCHIVE);
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CVAR(Float, m_pitch, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_yaw, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_forward, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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CVAR(Float, m_side, 1.f, CVAR_GLOBALCONFIG | CVAR_ARCHIVE)
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//---------------------------------------------------------------------------
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//
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// Initialised variables.
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//
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//---------------------------------------------------------------------------
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GameInput gameInput{};
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bool crouch_toggle = false;
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//---------------------------------------------------------------------------
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//
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// Clears crouch toggle state for new games.
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//
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//---------------------------------------------------------------------------
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void GameInput::resetCrouchToggle()
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{
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crouch_toggle = false;
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}
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//---------------------------------------------------------------------------
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//
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// Default player movement function for the games. Can be overridden.
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//
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//---------------------------------------------------------------------------
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void GameInterface::doPlayerMovement()
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{
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gameInput.processMovement();
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}
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//---------------------------------------------------------------------------
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//
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// Player's movement function, called from game's ticker or from gi->doPlayerMovement() as required.
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//
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//---------------------------------------------------------------------------
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void GameInput::processMovement(const double turnscale, const bool allowstrafe, const int drink_amt)
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{
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// set up variables.
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InputPacket thisInput{};
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keymove = 1 << int(!!(inputBuffer.actions & SB_RUN));
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const auto hidspeed = getTicrateAngle(YAW_TURNSPEEDS[2]);
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// get all input amounts.
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const auto turning = buttonMap.ButtonDown(gamefunc_Turn_Right) -
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buttonMap.ButtonDown(gamefunc_Turn_Left);
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const auto moving = buttonMap.ButtonDown(gamefunc_Move_Forward) -
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buttonMap.ButtonDown(gamefunc_Move_Backward) +
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joyAxes[JOYAXIS_Forward] * scaleAdjust;
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const auto strafing = buttonMap.ButtonDown(gamefunc_Strafe_Right) -
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buttonMap.ButtonDown(gamefunc_Strafe_Left) -
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joyAxes[JOYAXIS_Side] * scaleAdjust;
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const auto soaring = buttonMap.ButtonDown(gamefunc_Move_Up) -
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buttonMap.ButtonDown(gamefunc_Move_Down) +
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joyAxes[JOYAXIS_Up] * scaleAdjust;
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// process player yaw input.
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if (!(buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe))
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{
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const double turndir = clamp(turning + strafing * !allowstrafe, -1., 1.);
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const double tttscale = (cl_noturnscaling || isTurboTurnTime()) ? 1 : (5. / 19.);
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const DAngle turnspeed = getTicrateAngle(YAW_TURNSPEEDS[keymove] * tttscale);
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thisInput.ang.Yaw += MOUSE_SCALE * mouseInput.X * m_yaw;
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thisInput.ang.Yaw -= hidspeed * joyAxes[JOYAXIS_Yaw] * scaleAdjust;
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thisInput.ang.Yaw += turnspeed * turndir * scaleAdjust;
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thisInput.ang.Yaw *= turnscale;
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if (turndir) updateTurnHeldAmt(); else turnheldtime = 0;
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}
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else
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{
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thisInput.vel.Y += mouseInput.X * MOUSE_SCALE.Degrees() * m_side;
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thisInput.vel.Y -= joyAxes[JOYAXIS_Yaw] * keymove * scaleAdjust;
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thisInput.vel.Y += turning * keymove * scaleAdjust;
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}
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// process player pitch input.
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if (!(inputBuffer.actions & SB_AIMMODE))
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{
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thisInput.ang.Pitch -= MOUSE_SCALE * mouseInput.Y * m_pitch;
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thisInput.ang.Pitch -= hidspeed * joyAxes[JOYAXIS_Pitch] * scaleAdjust;
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thisInput.ang.Pitch *= turnscale;
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}
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else
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{
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thisInput.vel.X += mouseInput.Y * MOUSE_SCALE.Degrees() * m_forward;
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thisInput.vel.X += joyAxes[JOYAXIS_Pitch] * keymove * scaleAdjust;
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}
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// process movement input.
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thisInput.vel.X += moving * keymove;
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thisInput.vel.Y += strafing * keymove * allowstrafe;
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thisInput.vel.Z += soaring; // this isn't scaled by running.
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// process RR's drunk state.
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if (isRR() && drink_amt >= 66 && drink_amt <= 87)
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{
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thisInput.vel.Y += drink_amt & 1 ? -thisInput.vel.X : thisInput.vel.X;
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}
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// add collected input to game's local input accumulation packet.
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inputBuffer.vel += thisInput.vel;
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inputBuffer.ang += thisInput.ang;
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// directly update player angles if we can.
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if (scaleAdjust < 1)
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{
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PlayerArray[myconnectindex]->CameraAngles += thisInput.ang;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Player's vehicle movement function.
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//
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//---------------------------------------------------------------------------
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void GameInput::processVehicle(const double baseVel, const double velScale, const unsigned flags)
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{
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// open up input packet for this session.
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InputPacket thisInput{};
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// mask out all actions not compatible with vehicles.
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inputBuffer.actions &= ~(SB_WEAPONMASK_BITS | SB_TURNAROUND | SB_CENTERVIEW | SB_HOLSTER | SB_JUMP | SB_CROUCH | SB_RUN |
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SB_AIM_UP | SB_AIM_DOWN | SB_AIMMODE | SB_LOOK_UP | SB_LOOK_DOWN | SB_LOOK_LEFT | SB_LOOK_RIGHT);
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if ((keymove = !!(flags & VEH_CANMOVE)))
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{
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const auto kbdForwards = buttonMap.ButtonDown(gamefunc_Move_Forward) || buttonMap.ButtonDown(gamefunc_Strafe);
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const auto kbdBackward = buttonMap.ButtonDown(gamefunc_Move_Backward);
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thisInput.vel.X = kbdForwards - kbdBackward + joyAxes[JOYAXIS_Forward];
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inputBuffer.vel.X += thisInput.vel.X;
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// This sync bit is the brake key.
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if (buttonMap.ButtonDown(gamefunc_Run)) inputBuffer.actions |= SB_CROUCH;
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}
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if (flags & VEH_CANTURN)
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{
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// Keyboard turning.
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const auto kbdLeft = buttonMap.ButtonDown(gamefunc_Turn_Left) || buttonMap.ButtonDown(gamefunc_Strafe_Left);
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const auto kbdRight = buttonMap.ButtonDown(gamefunc_Turn_Right) || buttonMap.ButtonDown(gamefunc_Strafe_Right);
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const auto kbdDir = kbdRight - kbdLeft;
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// Input device turning.
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const auto hidLeft = mouseInput.X < 0 || joyAxes[JOYAXIS_Yaw] > 0;
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const auto hidRight = mouseInput.X > 0 || joyAxes[JOYAXIS_Yaw] < 0;
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const auto hidDir = hidRight - hidLeft;
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// Velocity setup.
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const auto scaleVel = !(flags & VEH_SCALETURN) && (cl_noturnscaling || hidDir || isTurboTurnTime());
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const auto turnVel = scaleVel ? baseVel : baseVel * velScale;
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const auto mouseVel = abs(turnVel * mouseInput.X * m_yaw) * (45. / 2048.) / scaleAdjust;
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// Apply inputs.
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thisInput.ang.Yaw += DAngle::fromDeg(((mouseVel > 1) ? g_sqrt(mouseVel) : mouseVel) * Sgn(turnVel) * Sgn(mouseInput.X) * Sgn(m_yaw));
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thisInput.ang.Yaw -= DAngle::fromDeg(turnVel * joyAxes[JOYAXIS_Yaw] - turnVel * kbdDir);
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thisInput.ang.Yaw *= scaleAdjust;
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inputBuffer.ang.Yaw += thisInput.ang.Yaw;
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if (kbdDir) updateTurnHeldAmt(); else turnheldtime = 0;
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}
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else
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{
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turnheldtime = 0;
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}
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// directly update player angles if we can.
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if (scaleAdjust < 1)
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{
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PlayerArray[myconnectindex]->CameraAngles += thisInput.ang;
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}
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}
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//---------------------------------------------------------------------------
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//
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// Processes all the input bits.
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//
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//---------------------------------------------------------------------------
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void GameInput::processInputBits()
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{
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if (WeaponToSend != 0) inputBuffer.setNewWeapon(WeaponToSend);
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WeaponToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Select))
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{
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// These buttons should not autorepeat. The game handlers are not really equipped for that.
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if (joyAxes[JOYAXIS_Forward] > 0 && !(dpad_lock & 1)) { dpad_lock |= 1; inputBuffer.setNewWeapon(WeaponSel_Prev); }
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else dpad_lock &= ~1;
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if (joyAxes[JOYAXIS_Forward] < 0 && !(dpad_lock & 2)) { dpad_lock |= 2; inputBuffer.setNewWeapon(WeaponSel_Next); }
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else dpad_lock &= ~2;
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if ((joyAxes[JOYAXIS_Side] < 0 || joyAxes[JOYAXIS_Yaw] > 0) && !(dpad_lock & 4)) { dpad_lock |= 4; inputBuffer.actions |= SB_INVPREV; }
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else dpad_lock &= ~4;
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if ((joyAxes[JOYAXIS_Side] > 0 || joyAxes[JOYAXIS_Yaw] < 0) && !(dpad_lock & 8)) { dpad_lock |= 8; inputBuffer.actions |= SB_INVNEXT; }
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else dpad_lock &= ~8;
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// This eats the controller input for regular use
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joyAxes[JOYAXIS_Side] = 0;
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joyAxes[JOYAXIS_Forward] = 0;
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joyAxes[JOYAXIS_Yaw] = 0;
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}
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else dpad_lock = 0;
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const auto crouchState = gi->getCrouchState();
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inputBuffer.actions |= ActionsToSend | GetPersistentActions();
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ActionsToSend = 0;
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if (buttonMap.ButtonDown(gamefunc_Aim_Up) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] > 0))
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{
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inputBuffer.actions |= SB_AIM_UP;
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inputBuffer.actions &= ~SB_CENTERVIEW;
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}
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if ((buttonMap.ButtonDown(gamefunc_Aim_Down) || (buttonMap.ButtonDown(gamefunc_Dpad_Aiming) && joyAxes[JOYAXIS_Forward] < 0)))
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{
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inputBuffer.actions |= SB_AIM_DOWN;
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inputBuffer.actions &= ~SB_CENTERVIEW;
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}
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if (buttonMap.ButtonDown(gamefunc_Toggle_Crouch))
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{
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const bool canCrouch = crouchState & CS_CANCROUCH;
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crouch_toggle = !crouch_toggle && canCrouch;
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if (canCrouch) buttonMap.ClearButton(gamefunc_Toggle_Crouch);
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}
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Jump) || (crouchState & CS_DISABLETOGGLE))
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crouch_toggle = false;
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if (buttonMap.ButtonDown(gamefunc_Crouch) || buttonMap.ButtonDown(gamefunc_Toggle_Crouch) || crouch_toggle)
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inputBuffer.actions |= SB_CROUCH;
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if (buttonMap.ButtonDown(gamefunc_Dpad_Aiming))
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joyAxes[JOYAXIS_Forward] = 0;
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if (buttonMap.ButtonDown(gamefunc_Jump))
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inputBuffer.actions |= SB_JUMP;
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if (buttonMap.ButtonDown(gamefunc_Fire))
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inputBuffer.actions |= SB_FIRE;
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if (buttonMap.ButtonDown(gamefunc_Alt_Fire))
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inputBuffer.actions |= SB_ALTFIRE;
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if (buttonMap.ButtonDown(gamefunc_Open))
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{
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if (isBlood() || isExhumed()) buttonMap.ClearButton(gamefunc_Open);
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inputBuffer.actions |= SB_OPEN;
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}
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if (G_CheckAutorun(buttonMap.ButtonDown(gamefunc_Run)))
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inputBuffer.actions |= SB_RUN;
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if (!in_mousemode && !buttonMap.ButtonDown(gamefunc_Mouse_Aiming))
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inputBuffer.actions |= SB_AIMMODE;
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if (buttonMap.ButtonDown(gamefunc_Look_Up))
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inputBuffer.actions |= SB_LOOK_UP;
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if (buttonMap.ButtonDown(gamefunc_Look_Down))
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inputBuffer.actions |= SB_LOOK_DOWN;
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if (buttonMap.ButtonDown(gamefunc_Look_Left))
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inputBuffer.actions |= SB_LOOK_LEFT;
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if (buttonMap.ButtonDown(gamefunc_Look_Right))
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inputBuffer.actions |= SB_LOOK_RIGHT;
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if (buttonMap.ButtonDown(gamefunc_Quick_Kick))
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inputBuffer.actions |= SB_QUICK_KICK;
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}
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//---------------------------------------------------------------------------
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//
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// Processes input and returns a packet if provided.
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//
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//---------------------------------------------------------------------------
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void GameInput::getInput(InputPacket* packet)
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{
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I_GetEvent();
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if (paused || M_Active() || gamestate != GS_LEVEL)
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{
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inputBuffer = {};
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return;
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}
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I_GetAxes(joyAxes);
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processInputBits();
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gi->doPlayerMovement();
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mouseInput.Zero();
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if (packet)
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{
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const DVector3& maxVel = MAXVEL[keymove];
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*packet = { clamp(inputBuffer.vel, -maxVel, maxVel), clamp(inputBuffer.ang, -MAXANG, MAXANG), inputBuffer.actions };
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inputBuffer = {};
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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CCMD(slot)
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{
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// The max differs between games so we have to handle this here.
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const bool isDukeShareware = (g_gameType & (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE)) == (GAMEFLAG_DUKE | GAMEFLAG_SHAREWARE);
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const int max = isExhumed() || isDukeShareware ? WeaponSel_MaxExhumed : isBlood() ? WeaponSel_MaxBlood : WeaponSel_Max;
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if (argv.argc() != 2)
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{
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Printf("slot <weaponslot>: select a weapon from the given slot (1-%d)", max);
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return;
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}
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const auto slot = atoi(argv[1]);
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if (slot >= 1 && slot <= max)
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{
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gameInput.SendWeapon(slot);
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}
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}
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CCMD(weapprev)
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{
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gameInput.SendWeapon(WeaponSel_Prev);
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}
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CCMD(weapnext)
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{
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gameInput.SendWeapon(WeaponSel_Next);
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}
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CCMD(weapalt)
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{
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gameInput.SendWeapon(WeaponSel_Alt); // Only used by SW - should also be made usable by Blood ans Duke which put multiple weapons in the same slot.
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}
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CCMD(useitem)
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{
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const int max = isExhumed() ? 6 : isSWALL() ? 7 : isBlood() ? 4 : 5;
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if (argv.argc() != 2)
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{
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Printf("useitem <itemnum>: activates an inventory item (1-%d)", max);
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return;
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}
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const auto slot = atoi(argv[1]);
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if (slot >= 1 && slot <= max)
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{
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gameInput.SendAction(ESyncBits::FromInt(SB_ITEM_BIT_1 << (slot - 1)));
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}
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}
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CCMD(invprev)
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{
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gameInput.SendAction(SB_INVPREV);
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}
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CCMD(invnext)
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{
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gameInput.SendAction(SB_INVNEXT);
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}
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CCMD(invuse)
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{
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gameInput.SendAction(SB_INVUSE);
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}
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CCMD(centerview)
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{
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gameInput.SendAction(SB_CENTERVIEW);
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}
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CCMD(turnaround)
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{
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gameInput.SendAction(SB_TURNAROUND);
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}
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CCMD(holsterweapon)
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{
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gameInput.SendAction(SB_HOLSTER);
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}
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CCMD(warptocoords)
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{
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if (netgame)
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{
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Printf("warptocoords cannot be used in multiplayer.\n");
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return;
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}
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if (argv.argc() < 4)
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{
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Printf("warptocoords [x] [y] [z] [yaw] (optional) [pitch] (optional): warps the player to the specified coordinates\n");
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return;
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}
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if (gamestate != GS_LEVEL)
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{
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Printf("warptocoords: must be in a level\n");
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return;
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}
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if (const auto pActor = PlayerArray[myconnectindex]->GetActor())
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{
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pActor->spr.pos = DVector3(atof(argv[1]), atof(argv[2]), atof(argv[3]));
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if (argv.argc() > 4) pActor->spr.Angles.Yaw = DAngle::fromDeg(atof(argv[4]));
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if (argv.argc() > 5) pActor->spr.Angles.Pitch = DAngle::fromDeg(atof(argv[5]));
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pActor->backuploc();
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}
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}
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CCMD(third_person_view)
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{
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gi->ToggleThirdPerson();
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}
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CCMD(coop_view)
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{
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gi->SwitchCoopView();
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}
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CCMD(show_weapon)
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{
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gi->ToggleShowWeapon();
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}
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