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The game now knows where the player is looking. Until now head tracking only moved the camera the renderer drew from, so anything consulting the player's view angles - objectives that ask them to look at something, aim, hit detection - never saw it. CL_VRMove writes the head's heading and pitch into cl.viewangles, which is what all of that reads. Walking follows the off hand rather than the gaze, after the approach in Team Beef's RTCWQuest. Tying travel to where the player is looking means they cannot glance sideways without veering, which is what makes room scale movement feel like being dragged; steering with the free hand lets them look around and still walk a straight line. cl_vrWalkWithView restores gaze-directed movement. Turning snaps by default. A stick that rotates the world smoothly while the inner ear insists otherwise is the usual way to make people ill, and one flick gives one step rather than one per frame. cl_vrSnapAngle 45 degrees per flick cl_vrSmoothTurn 0 1 for smooth turning instead cl_vrTurnSpeed 90 degrees/second when smooth cl_vrDeadzone 0.2 cl_vrWalkWithView 0 1 to walk where the player looks All archived, so they are tunable on the headset rather than at build time, which is what section 5 of the porting plan asks for. Thumbsticks are bound on the Touch profile only: the simple controller has none, and offering a binding a runtime does not recognise makes it reject the whole set, which would cost the fallback its pointer too. The dominant hand's aim angles are carried through vrInput_t but not yet used. Aim is still on the head, which section 5 is right to call wrong for a shooter - that belongs with weapon handling, and looking at things had to work first. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
1395 lines
36 KiB
C++
1395 lines
36 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// cl.input.c -- builds an intended movement command to send to the server
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#include "client.h"
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#include "cl_ui.h"
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#ifdef USE_OPENXR
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#include "../vr/vr_common.h"
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#endif
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unsigned frame_msec;
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int old_com_frameTime;
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attackprimary, etc), it appends
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its key number as argv(1) so it can be matched up with the release.
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argv(2) will be set to the time the event happened, which allows exact
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control even at low framerates when the down and up events may both get qued
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at the same time.
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===============================================================================
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*/
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kbutton_t in_left, in_right, in_forward, in_back;
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kbutton_t in_lookup, in_lookdown, in_moveleft, in_moveright;
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kbutton_t in_strafe, in_speed;
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qboolean in_guimouse;
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#ifdef USE_OPENXR
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cvar_t *cl_vrSnapAngle;
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cvar_t *cl_vrSmoothTurn;
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cvar_t *cl_vrTurnSpeed;
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cvar_t *cl_vrDeadzone;
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cvar_t *cl_vrWalkWithView;
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#endif
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kbutton_t in_up, in_down;
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#ifdef USE_VOIP
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kbutton_t in_voiprecord;
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#endif
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kbutton_t in_buttons[16];
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qboolean in_mlooking;
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void IN_ToggleMouse( void ) {
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if( in_guimouse )
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{
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IN_MouseOff();
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}
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else
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{
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IN_MouseOn();
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}
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}
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void IN_MouseOn( void ) {
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if( !in_guimouse )
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{
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for( int k = 0; k <= K_MWHEELUP; k++ )
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{
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if( keys[ k ].down )
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{
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CL_KeyEvent( k, qfalse, 0 );
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}
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}
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}
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in_guimouse = qtrue;
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}
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void IN_MouseOff( void ) {
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in_guimouse = qfalse;
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}
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void IN_MLookDown( void ) {
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in_mlooking = qtrue;
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}
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void IN_MLookUp( void ) {
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in_mlooking = qfalse;
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if ( !cl_freelook->integer ) {
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IN_CenterView ();
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}
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}
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void IN_KeyDown( kbutton_t *b ) {
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int k;
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char *c;
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c = Cmd_Argv(1);
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if ( c[0] ) {
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k = atoi(c);
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} else {
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k = -1; // typed manually at the console for continuous down
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}
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if ( k == b->down[0] || k == b->down[1] ) {
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return; // repeating key
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}
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if ( !b->down[0] ) {
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b->down[0] = k;
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} else if ( !b->down[1] ) {
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b->down[1] = k;
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} else {
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Com_Printf ("Three keys down for a button!\n");
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return;
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}
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if ( b->active ) {
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return; // still down
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}
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// save timestamp for partial frame summing
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c = Cmd_Argv(2);
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b->downtime = atoi(c);
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b->active = qtrue;
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b->wasPressed = qtrue;
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}
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void IN_KeyUp( kbutton_t *b ) {
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int k;
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char *c;
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unsigned uptime;
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c = Cmd_Argv(1);
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if ( c[0] ) {
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k = atoi(c);
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} else {
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// typed manually at the console, assume for unsticking, so clear all
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b->down[0] = b->down[1] = 0;
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b->active = qfalse;
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return;
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}
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if ( b->down[0] == k ) {
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b->down[0] = 0;
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} else if ( b->down[1] == k ) {
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b->down[1] = 0;
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} else {
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return; // key up without coresponding down (menu pass through)
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}
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if ( b->down[0] || b->down[1] ) {
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return; // some other key is still holding it down
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}
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b->active = qfalse;
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// save timestamp for partial frame summing
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c = Cmd_Argv(2);
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uptime = atoi(c);
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if ( uptime ) {
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b->msec += uptime - b->downtime;
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} else {
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b->msec += frame_msec / 2;
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}
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b->active = qfalse;
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}
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/*
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===============
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CL_KeyState
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Returns the fraction of the frame that the key was down
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===============
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*/
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float CL_KeyState( kbutton_t *key ) {
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float val;
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int msec;
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msec = key->msec;
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key->msec = 0;
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if ( key->active ) {
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// still down
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if ( !key->downtime ) {
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msec = com_frameTime;
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} else {
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msec += com_frameTime - key->downtime;
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}
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key->downtime = com_frameTime;
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}
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#if 0
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if (msec) {
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Com_Printf ("%i ", msec);
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}
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#endif
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val = (float)msec / frame_msec;
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if ( val < 0 ) {
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val = 0;
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}
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if ( val > 1 ) {
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val = 1;
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}
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return val;
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}
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void IN_UpDown(void) {IN_KeyDown(&in_up);}
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void IN_UpUp(void) {IN_KeyUp(&in_up);}
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void IN_DownDown(void) {IN_KeyDown(&in_down);}
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void IN_DownUp(void) {IN_KeyUp(&in_down);}
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void IN_LeftDown(void) {IN_KeyDown(&in_left);}
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void IN_LeftUp(void) {IN_KeyUp(&in_left);}
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void IN_RightDown(void) {IN_KeyDown(&in_right);}
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void IN_RightUp(void) {IN_KeyUp(&in_right);}
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void IN_ForwardDown(void) {IN_KeyDown(&in_forward);}
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void IN_ForwardUp(void) {IN_KeyUp(&in_forward);}
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void IN_BackDown(void) {IN_KeyDown(&in_back);}
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void IN_BackUp(void) {IN_KeyUp(&in_back);}
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void IN_LookupDown(void) {IN_KeyDown(&in_lookup);}
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void IN_LookupUp(void) {IN_KeyUp(&in_lookup);}
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void IN_LookdownDown(void) {IN_KeyDown(&in_lookdown);}
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void IN_LookdownUp(void) {IN_KeyUp(&in_lookdown);}
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void IN_MoveleftDown(void) {IN_KeyDown(&in_moveleft);}
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void IN_MoveleftUp(void) {IN_KeyUp(&in_moveleft);}
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void IN_MoverightDown(void) {IN_KeyDown(&in_moveright);}
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void IN_MoverightUp(void) {IN_KeyUp(&in_moveright);}
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void IN_AttackPrimaryDown(void) { IN_KeyDown(&in_buttons[0]);}
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void IN_AttackPrimaryUp(void) { IN_KeyUp(&in_buttons[0]); }
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void IN_AttackSecondaryDown(void) { IN_KeyDown(&in_buttons[1]); }
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void IN_AttackSecondaryUp(void) { IN_KeyUp(&in_buttons[1]); }
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void IN_UseDown(void) { IN_KeyDown(&in_buttons[3]); }
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void IN_UseUp(void) { IN_KeyUp(&in_buttons[3]); }
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void IN_LeanLeftDown(void) { IN_KeyDown(&in_buttons[4]); }
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void IN_LeanLeftUp(void) { IN_KeyUp(&in_buttons[4]); }
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void IN_LeanRightDown(void) { IN_KeyDown(&in_buttons[5]); }
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void IN_LeanRightUp(void) { IN_KeyUp(&in_buttons[5]); }
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void IN_SpeedDown(void) {IN_KeyDown(&in_speed);}
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void IN_SpeedUp(void) {IN_KeyUp(&in_speed);}
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void IN_StrafeDown(void) {IN_KeyDown(&in_strafe);}
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void IN_StrafeUp(void) {IN_KeyUp(&in_strafe);}
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#ifdef USE_VOIP
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void IN_VoipRecordDown(void)
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{
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IN_KeyDown(&in_voiprecord);
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Cvar_Set("cl_voipSend", "1");
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}
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void IN_VoipRecordUp(void)
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{
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IN_KeyUp(&in_voiprecord);
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Cvar_Set("cl_voipSend", "0");
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}
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#endif
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void IN_Button0Down(void) {IN_KeyDown(&in_buttons[0]);}
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void IN_Button0Up(void) {IN_KeyUp(&in_buttons[0]);}
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void IN_Button1Down(void) {IN_KeyDown(&in_buttons[1]);}
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void IN_Button1Up(void) {IN_KeyUp(&in_buttons[1]);}
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void IN_Button2Down(void) {IN_KeyDown(&in_buttons[2]);}
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void IN_Button2Up(void) {IN_KeyUp(&in_buttons[2]);}
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void IN_Button3Down(void) {IN_KeyDown(&in_buttons[3]);}
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void IN_Button3Up(void) {IN_KeyUp(&in_buttons[3]);}
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void IN_Button4Down(void) {IN_KeyDown(&in_buttons[4]);}
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void IN_Button4Up(void) {IN_KeyUp(&in_buttons[4]);}
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void IN_Button5Down(void) {IN_KeyDown(&in_buttons[5]);}
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void IN_Button5Up(void) {IN_KeyUp(&in_buttons[5]);}
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void IN_Button6Down(void) {IN_KeyDown(&in_buttons[6]);}
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void IN_Button6Up(void) {IN_KeyUp(&in_buttons[6]);}
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void IN_Button7Down(void) {IN_KeyDown(&in_buttons[7]);}
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void IN_Button7Up(void) {IN_KeyUp(&in_buttons[7]);}
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void IN_Button8Down(void) {IN_KeyDown(&in_buttons[8]);}
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void IN_Button8Up(void) {IN_KeyUp(&in_buttons[8]);}
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void IN_Button9Down(void) {IN_KeyDown(&in_buttons[9]);}
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void IN_Button9Up(void) {IN_KeyUp(&in_buttons[9]);}
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void IN_Button10Down(void) {IN_KeyDown(&in_buttons[10]);}
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void IN_Button10Up(void) {IN_KeyUp(&in_buttons[10]);}
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void IN_Button11Down(void) {IN_KeyDown(&in_buttons[11]);}
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void IN_Button11Up(void) {IN_KeyUp(&in_buttons[11]);}
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void IN_Button12Down(void) {IN_KeyDown(&in_buttons[12]);}
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void IN_Button12Up(void) {IN_KeyUp(&in_buttons[12]);}
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void IN_Button13Down(void) {IN_KeyDown(&in_buttons[13]);}
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void IN_Button13Up(void) {IN_KeyUp(&in_buttons[13]);}
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void IN_Button14Down(void) {IN_KeyDown(&in_buttons[14]);}
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void IN_Button14Up(void) {IN_KeyUp(&in_buttons[14]);}
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void IN_Button15Down(void) {IN_KeyDown(&in_buttons[15]);}
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void IN_Button15Up(void) {IN_KeyUp(&in_buttons[15]);}
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void IN_ButtonDown (void) {
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IN_KeyDown(&in_buttons[1]);}
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void IN_ButtonUp (void) {
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IN_KeyUp(&in_buttons[1]);}
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void IN_CenterView (void) {
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cl.viewangles[PITCH] = -SHORT2ANGLE(cl.snap.ps.delta_angles[PITCH]);
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}
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//==========================================================================
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cvar_t *cl_upspeed;
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cvar_t *cl_forwardspeed;
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cvar_t *cl_sidespeed;
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cvar_t *cl_yawspeed;
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cvar_t *cl_pitchspeed;
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cvar_t *cl_run;
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cvar_t *cl_anglespeedkey;
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/*
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================
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CL_AdjustAngles
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Moves the local angle positions
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================
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*/
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void CL_AdjustAngles( void ) {
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float speed;
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if ( in_speed.active ) {
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speed = 0.001 * cls.frametime * cl_anglespeedkey->value;
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} else {
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speed = 0.001 * cls.frametime;
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}
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if ( !in_strafe.active ) {
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cl.viewangles[YAW] -= speed*cl_yawspeed->value*CL_KeyState (&in_right);
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cl.viewangles[YAW] += speed*cl_yawspeed->value*CL_KeyState (&in_left);
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}
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cl.viewangles[PITCH] -= speed*cl_pitchspeed->value * CL_KeyState (&in_lookup);
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cl.viewangles[PITCH] += speed*cl_pitchspeed->value * CL_KeyState (&in_lookdown);
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}
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/*
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================
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CL_KeyMove
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Sets the usercmd_t based on key states
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================
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*/
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void CL_KeyMove( usercmd_t *cmd ) {
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int movespeed;
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int forward, side, up;
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forward = 0;
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side = 0;
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up = 0;
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movespeed = 127;
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if ( in_strafe.active ) {
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side += movespeed * CL_KeyState (&in_right);
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side -= movespeed * CL_KeyState (&in_left);
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}
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side += movespeed * CL_KeyState (&in_moveright);
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side -= movespeed * CL_KeyState (&in_moveleft);
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up += movespeed * CL_KeyState (&in_up);
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up -= movespeed * CL_KeyState (&in_down);
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forward += movespeed * CL_KeyState (&in_forward);
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forward -= movespeed * CL_KeyState (&in_back);
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cmd->forwardmove = ClampChar( forward );
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cmd->rightmove = ClampChar( side );
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cmd->upmove = ClampChar( up );
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}
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/*
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=================
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CL_GetMouseState
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=================
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*/
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void CL_GetMouseState( int *x, int *y, unsigned int *buttons )
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{
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if( x )
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*x = cl.mousex;
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if( y )
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*y = cl.mousey;
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if( buttons )
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{
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if( in_guimouse ) {
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*buttons = cl.mouseButtons;
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} else {
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*buttons = 0;
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}
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}
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}
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/*
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=================
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CL_SetMousePos
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=================
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*/
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void CL_SetMousePos( int x, int y )
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{
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cl.mousex = x;
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cl.mousey = y;
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}
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/*
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=================
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CL_MouseEvent
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=================
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*/
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void CL_MouseEvent( int dx, int dy, int time ) {
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if( in_guimouse )
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{
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cl.mousex += dx;
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cl.mousey += dy;
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if( cl.mousex < 0 )
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cl.mousex = 0;
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if( cl.mousex > cls.glconfig.vidWidth )
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cl.mousex = cls.glconfig.vidWidth;
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if( cl.mousey < 0 )
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cl.mousey = 0;
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if( cl.mousey > cls.glconfig.vidHeight )
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cl.mousey = cls.glconfig.vidHeight;
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}
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else if ( !paused->integer )
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{
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cl.mouseDx[cl.mouseIndex] += dx;
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cl.mouseDy[cl.mouseIndex] += dy;
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}
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}
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|
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/*
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=================
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CL_JoystickEvent
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Joystick values stay set until changed
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=================
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*/
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void CL_JoystickEvent( int axis, int value, int time ) {
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if ( axis < 0 || axis >= MAX_JOYSTICK_AXIS ) {
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Com_Error( ERR_DROP, "CL_JoystickEvent: bad axis %i", axis );
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}
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cl.joystickAxis[axis] = value;
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}
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|
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/*
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=================
|
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CL_UpdateMouse
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|
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Added in OPM
|
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Update mouse position with absolute position (relative to the window)
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when the UI catcher is active.
|
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=================
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*/
|
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void CL_UpdateMouse() {
|
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if (!(Key_GetCatcher() & KEYCATCH_UI)) {
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return;
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}
|
|
|
|
if (IN_IsCursorActive()) {
|
|
// If it's grabbed, don't use absolute position
|
|
return;
|
|
}
|
|
|
|
if (com_unfocused->integer) {
|
|
// Ignore updates when unfocused
|
|
return;
|
|
}
|
|
|
|
IN_GetMousePosition(&cl.mousex, &cl.mousey);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_JoystickMove
|
|
=================
|
|
*/
|
|
void CL_JoystickMove( usercmd_t *cmd ) {
|
|
float anglespeed;
|
|
|
|
float yaw = j_yaw->value * cl.joystickAxis[j_yaw_axis->integer];
|
|
float right = j_side->value * cl.joystickAxis[j_side_axis->integer];
|
|
float forward = j_forward->value * cl.joystickAxis[j_forward_axis->integer];
|
|
float pitch = j_pitch->value * cl.joystickAxis[j_pitch_axis->integer];
|
|
float up = j_up->value * cl.joystickAxis[j_up_axis->integer];
|
|
|
|
if ( in_speed.active ^ cl_run->integer ) {
|
|
cmd->buttons |= BUTTON_RUN;
|
|
}
|
|
|
|
if ( in_speed.active ) {
|
|
anglespeed = 0.001 * cls.frametime * cl_anglespeedkey->value;
|
|
} else {
|
|
anglespeed = 0.001 * cls.frametime;
|
|
}
|
|
|
|
if ( !in_strafe.active ) {
|
|
cl.viewangles[YAW] += anglespeed * yaw;
|
|
cmd->rightmove = ClampChar( cmd->rightmove + (int)right );
|
|
} else {
|
|
cl.viewangles[YAW] += anglespeed * right;
|
|
cmd->rightmove = ClampChar( cmd->rightmove + (int)yaw );
|
|
}
|
|
|
|
if ( in_mlooking ) {
|
|
cl.viewangles[PITCH] += anglespeed * forward;
|
|
cmd->forwardmove = ClampChar( cmd->forwardmove + (int)pitch );
|
|
} else {
|
|
cl.viewangles[PITCH] += anglespeed * pitch;
|
|
cmd->forwardmove = ClampChar( cmd->forwardmove + (int)forward );
|
|
}
|
|
|
|
cmd->upmove = ClampChar( cmd->upmove + (int)up );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_MouseMove
|
|
=================
|
|
*/
|
|
void CL_MouseMove( usercmd_t *cmd ) {
|
|
float mx, my;
|
|
float cgameSensitivity;
|
|
|
|
// allow mouse smoothing
|
|
if (m_filter->integer)
|
|
{
|
|
mx = (cl.mouseDx[0] + cl.mouseDx[1]) * 0.5f;
|
|
my = (cl.mouseDy[0] + cl.mouseDy[1]) * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
mx = cl.mouseDx[cl.mouseIndex];
|
|
my = cl.mouseDy[cl.mouseIndex];
|
|
}
|
|
|
|
cl.mouseIndex ^= 1;
|
|
cl.mouseDx[cl.mouseIndex] = 0;
|
|
cl.mouseDy[cl.mouseIndex] = 0;
|
|
|
|
if (mx == 0.0f && my == 0.0f)
|
|
return;
|
|
|
|
if (cl_mouseAccel->value != 0.0f)
|
|
{
|
|
if(cl_mouseAccelStyle->integer == 0)
|
|
{
|
|
float accelSensitivity;
|
|
float rate;
|
|
|
|
rate = sqrt(mx * mx + my * my) / (float) frame_msec;
|
|
|
|
accelSensitivity = cl_sensitivity->value + rate * cl_mouseAccel->value;
|
|
mx *= accelSensitivity;
|
|
my *= accelSensitivity;
|
|
|
|
if(cl_showMouseRate->integer)
|
|
Com_Printf("rate: %f, accelSensitivity: %f\n", rate, accelSensitivity);
|
|
}
|
|
else
|
|
{
|
|
float rate[2];
|
|
float power[2];
|
|
|
|
// sensitivity remains pretty much unchanged at low speeds
|
|
// cl_mouseAccel is a power value to how the acceleration is shaped
|
|
// cl_mouseAccelOffset is the rate for which the acceleration will have doubled the non accelerated amplification
|
|
// NOTE: decouple the config cvars for independent acceleration setup along X and Y?
|
|
|
|
rate[0] = fabs(mx) / (float) frame_msec;
|
|
rate[1] = fabs(my) / (float) frame_msec;
|
|
power[0] = powf(rate[0] / cl_mouseAccelOffset->value, cl_mouseAccel->value);
|
|
power[1] = powf(rate[1] / cl_mouseAccelOffset->value, cl_mouseAccel->value);
|
|
|
|
mx = cl_sensitivity->value * (mx + ((mx < 0) ? -power[0] : power[0]) * cl_mouseAccelOffset->value);
|
|
my = cl_sensitivity->value * (my + ((my < 0) ? -power[1] : power[1]) * cl_mouseAccelOffset->value);
|
|
|
|
if(cl_showMouseRate->integer)
|
|
Com_Printf("ratex: %f, ratey: %f, powx: %f, powy: %f\n", rate[0], rate[1], power[0], power[1]);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
mx *= cl_sensitivity->value;
|
|
my *= cl_sensitivity->value;
|
|
}
|
|
|
|
cgameSensitivity = 1.0f;
|
|
if( cge && !UI_MenuActive() )
|
|
{
|
|
if( cge->CG_SensitivityScale() >= 0.0 ) {
|
|
cgameSensitivity = cge->CG_SensitivityScale();
|
|
}
|
|
}
|
|
|
|
mx *= cgameSensitivity;
|
|
my *= cgameSensitivity;
|
|
|
|
cmd->buttons |= BUTTON_ANY;
|
|
|
|
// add mouse X/Y movement to cmd
|
|
if(in_strafe.active)
|
|
cmd->rightmove = ClampChar(cmd->rightmove + m_side->value * mx);
|
|
else
|
|
cl.viewangles[YAW] -= m_yaw->value * mx;
|
|
|
|
if ((in_mlooking || cl_freelook->integer) && !in_strafe.active)
|
|
cl.viewangles[PITCH] += m_pitch->value * my;
|
|
else
|
|
cmd->forwardmove = ClampChar(cmd->forwardmove - m_forward->value * my);
|
|
|
|
if (!isfinite(cl.viewangles[PITCH]) || !isfinite(cl.viewangles[YAW])) {
|
|
Com_DPrintf("Invalid client viewangles encountered (view pitch: %f, view yaw: %f)!\n", cl.viewangles[PITCH], cl.viewangles[YAW]);
|
|
Com_DPrintf("cgameSensitivity: %f | mx: %f | my: %f | m_pitch: %f | m_yaw: %f\n", cgameSensitivity, mx, my, m_pitch->value, m_yaw->value);
|
|
Com_DPrintf("Resetting client viewangles\n");
|
|
cl.viewangles[PITCH] = 0;
|
|
cl.viewangles[YAW] = 0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_ClearButtons
|
|
==============
|
|
*/
|
|
void CL_ClearButtons( void ) {
|
|
memset( in_buttons, 0, sizeof( in_buttons ) );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CL_CmdButtons
|
|
==============
|
|
*/
|
|
void CL_CmdButtons( usercmd_t *cmd ) {
|
|
int i;
|
|
|
|
//
|
|
// figure button bits
|
|
// send a button bit even if the key was pressed and released in
|
|
// less than a frame
|
|
//
|
|
for (i = 0 ; i < 15 ; i++) {
|
|
if ( in_buttons[i].active || in_buttons[i].wasPressed ) {
|
|
cmd->buttons |= 1 << i;
|
|
}
|
|
in_buttons[i].wasPressed = qfalse;
|
|
}
|
|
|
|
if (UI_MenuActive() || UI_ConsoleIsOpen()) {
|
|
cmd->buttons |= BUTTON_TALK;
|
|
}
|
|
|
|
if ( in_speed.active ^ cl_run->integer ) {
|
|
cmd->buttons |= BUTTON_RUN;
|
|
}
|
|
|
|
if (cge) {
|
|
// send weapon commands from cg
|
|
cmd->buttons |= cge->CG_WeaponCommandButtonBits();
|
|
}
|
|
|
|
// allow the game to know if any key at all is
|
|
// currently pressed, even if it isn't bound to anything
|
|
if ( anykeydown && Key_GetCatcher() == 0) {
|
|
cmd->buttons |= BUTTON_MOUSE;
|
|
}
|
|
|
|
if (anykeydown) {
|
|
cmd->buttons |= BUTTON_ANY;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
==============
|
|
CL_FinishMove
|
|
==============
|
|
*/
|
|
void CL_FinishMove( usercmd_t *cmd ) {
|
|
int i;
|
|
|
|
// send the current server time so the amount of movement
|
|
// can be determined without allowing cheating
|
|
cmd->serverTime = cl.serverTime;
|
|
|
|
for (i=0 ; i<3 ; i++) {
|
|
cmd->angles[i] = ANGLE2SHORT(cl.viewangles[i]);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_CreateCmd
|
|
=================
|
|
*/
|
|
#ifdef USE_OPENXR
|
|
/*
|
|
=================
|
|
CL_VRMove
|
|
|
|
Turns the headset and its sticks into a usercmd.
|
|
|
|
Until now head tracking only moved the camera the renderer drew from, which
|
|
left the game itself unaware of it - objectives that ask the player to look at
|
|
something, and anything else that consults the player's view angles, never saw
|
|
it. Setting the view angles here is what makes the game agree with what the
|
|
player can see.
|
|
|
|
Aim comes from the head for the moment. Section 5 of the porting plan is right
|
|
that a shooter wants it on the controller instead, but that belongs with weapon
|
|
handling; looking at things has to work first.
|
|
=================
|
|
*/
|
|
static void CL_VRMove( usercmd_t *cmd ) {
|
|
static float snapYaw;
|
|
static qboolean turnCentred = qtrue;
|
|
vrInput_t in;
|
|
float deadzone, turn;
|
|
|
|
if ( !VR_Enabled() || !VR_GetInput( &in ) ) {
|
|
return;
|
|
}
|
|
|
|
deadzone = cl_vrDeadzone ? cl_vrDeadzone->value : 0.2f;
|
|
|
|
// Turning. Snap by default: a stick that rotates the world smoothly while
|
|
// the inner ear insists otherwise is the classic way to make people ill,
|
|
// and it costs nothing to offer both.
|
|
turn = in.turn;
|
|
|
|
if ( fabs( turn ) < deadzone ) {
|
|
turnCentred = qtrue;
|
|
} else if ( cl_vrSmoothTurn && cl_vrSmoothTurn->integer ) {
|
|
snapYaw -= turn * ( cl_vrTurnSpeed ? cl_vrTurnSpeed->value : 90.0f ) * (float)cls.frametime * 0.001f;
|
|
} else if ( turnCentred ) {
|
|
// One step per flick, not per frame.
|
|
snapYaw -= ( turn > 0 ? 1.0f : -1.0f ) * ( cl_vrSnapAngle ? cl_vrSnapAngle->value : 45.0f );
|
|
turnCentred = qfalse;
|
|
}
|
|
|
|
cl.viewangles[YAW] = snapYaw + in.headYaw;
|
|
cl.viewangles[PITCH] = in.headPitch;
|
|
|
|
// Walking follows the off hand rather than the gaze. Tying travel to where
|
|
// the player is looking means they cannot glance sideways without veering,
|
|
// which is what makes room scale movement feel like being dragged around;
|
|
// steering with the free hand lets them look wherever they like and keep
|
|
// walking in a straight line.
|
|
{
|
|
float forward = in.moveForward;
|
|
float side = in.moveRight;
|
|
float heading = 0.0f;
|
|
|
|
if ( in.handsTracked && !( cl_vrWalkWithView && cl_vrWalkWithView->integer ) ) {
|
|
heading = in.offhandYaw - in.headYaw;
|
|
}
|
|
|
|
if ( heading != 0.0f ) {
|
|
float radians = DEG2RAD( heading );
|
|
float c = cos( radians );
|
|
float sn = sin( radians );
|
|
float f = forward;
|
|
|
|
forward = f * c - side * sn;
|
|
side = f * sn + side * c;
|
|
}
|
|
|
|
if ( fabs( forward ) > deadzone ) {
|
|
cmd->forwardmove = ClampChar( cmd->forwardmove + (int)( forward * 127.0f ) );
|
|
}
|
|
|
|
if ( fabs( side ) > deadzone ) {
|
|
cmd->rightmove = ClampChar( cmd->rightmove + (int)( side * 127.0f ) );
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
usercmd_t CL_CreateCmd( void ) {
|
|
usercmd_t cmd;
|
|
vec3_t oldAngles;
|
|
|
|
VectorCopy( cl.viewangles, oldAngles );
|
|
|
|
// keyboard angle adjustment
|
|
CL_AdjustAngles ();
|
|
|
|
Com_Memset( &cmd, 0, sizeof( cmd ) );
|
|
|
|
CL_CmdButtons( &cmd );
|
|
|
|
// get basic movement from keyboard
|
|
CL_KeyMove( &cmd );
|
|
|
|
// get basic movement from mouse
|
|
CL_MouseMove( &cmd );
|
|
|
|
// get basic movement from joystick
|
|
CL_JoystickMove( &cmd );
|
|
|
|
#ifdef USE_OPENXR
|
|
CL_VRMove( &cmd );
|
|
#endif
|
|
|
|
// check to make sure the angles haven't wrapped
|
|
if ( cl.viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
|
|
cl.viewangles[PITCH] = oldAngles[PITCH] + 90;
|
|
} else if ( oldAngles[PITCH] - cl.viewangles[PITCH] > 90 ) {
|
|
cl.viewangles[PITCH] = oldAngles[PITCH] - 90;
|
|
}
|
|
|
|
// store out the final values
|
|
CL_FinishMove( &cmd );
|
|
|
|
// draw debug graphs of turning for mouse testing
|
|
if ( cl_debugMove->integer ) {
|
|
if ( cl_debugMove->integer == 1 ) {
|
|
SCR_DebugGraph( fabs(cl.viewangles[YAW] - oldAngles[YAW]) );
|
|
}
|
|
if ( cl_debugMove->integer == 2 ) {
|
|
SCR_DebugGraph( fabs(cl.viewangles[PITCH] - oldAngles[PITCH]) );
|
|
}
|
|
}
|
|
|
|
return cmd;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CL_CreateNewCommands
|
|
|
|
Create a new usercmd_t structure for this frame
|
|
=================
|
|
*/
|
|
void CL_CreateNewCommands( void ) {
|
|
usercmd_t *cmd;
|
|
int cmdNum;
|
|
|
|
// no need to create usercmds until we have a gamestate
|
|
if ( clc.state < CA_PRIMED ) {
|
|
return;
|
|
}
|
|
|
|
frame_msec = com_frameTime - old_com_frameTime;
|
|
|
|
// if running over 1000fps, act as if each frame is 1ms
|
|
// prevents divisions by zero
|
|
if ( frame_msec < 1 ) {
|
|
frame_msec = 1;
|
|
}
|
|
|
|
// if running less than 5fps, truncate the extra time to prevent
|
|
// unexpected moves after a hitch
|
|
if ( frame_msec > 200 ) {
|
|
frame_msec = 200;
|
|
}
|
|
old_com_frameTime = com_frameTime;
|
|
|
|
|
|
// generate a command for this frame
|
|
cl.cmdNumber++;
|
|
cmdNum = cl.cmdNumber & CMD_MASK;
|
|
cl.cmds[cmdNum] = CL_CreateCmd ();
|
|
cmd = &cl.cmds[cmdNum];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_EyeInfo
|
|
|
|
Gather eyes data from client game module
|
|
=================
|
|
*/
|
|
void CL_EyeInfo(usereyes_t* info) {
|
|
int i;
|
|
vec3_t vAngles, vOfs;
|
|
|
|
if (cge) {
|
|
// copy the eye offset
|
|
cge->CG_EyeOffset(&vOfs);
|
|
|
|
for (i = 0; i < 3; i++) {
|
|
vOfs[i] += 0.5;
|
|
if (vOfs[i] < -127.0) {
|
|
vOfs[i] = -127.0;
|
|
} else if (vOfs[i] > 128.0) {
|
|
vOfs[i] = 128.0;
|
|
}
|
|
|
|
info->ofs[i] = vOfs[i];
|
|
}
|
|
|
|
cge->CG_EyeAngles(&vAngles);
|
|
info->angles[0] = vAngles[0];
|
|
info->angles[1] = vAngles[1];
|
|
} else {
|
|
// clear the eye offset
|
|
for (i = 0; i < 3; i++) {
|
|
info->ofs[i] = 0;
|
|
}
|
|
|
|
info->angles[0] = info->angles[1] = 0.0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_ReadyToSendPacket
|
|
|
|
Returns qfalse if we are over the maxpackets limit
|
|
and should choke back the bandwidth a bit by not sending
|
|
a packet this frame. All the commands will still get
|
|
delivered in the next packet, but saving a header and
|
|
getting more delta compression will reduce total bandwidth.
|
|
=================
|
|
*/
|
|
qboolean CL_ReadyToSendPacket( void ) {
|
|
int oldPacketNum;
|
|
int delta;
|
|
|
|
// don't send anything if playing back a demo
|
|
if ( clc.demoplaying || clc.state == CA_CINEMATIC ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// If we are downloading, we send no less than 50ms between packets
|
|
if ( *clc.downloadTempName &&
|
|
cls.realtime - clc.lastPacketSentTime < 50 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// if we don't have a valid gamestate yet, only send
|
|
// one packet a second
|
|
if ( clc.state != CA_ACTIVE &&
|
|
clc.state != CA_PRIMED &&
|
|
!*clc.downloadTempName &&
|
|
cls.realtime - clc.lastPacketSentTime < 1000 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// send every frame for loopbacks
|
|
if ( clc.netchan.remoteAddress.type == NA_LOOPBACK ) {
|
|
return qtrue;
|
|
}
|
|
|
|
// send every frame for LAN
|
|
if ( cl_lanForcePackets->integer && Sys_IsLANAddress( clc.netchan.remoteAddress ) ) {
|
|
return qtrue;
|
|
}
|
|
|
|
// check for exceeding cl_maxpackets
|
|
if ( cl_maxpackets->integer < 30 ) {
|
|
Cvar_Set( "cl_maxpackets", "30" );
|
|
} else if ( cl_maxpackets->integer > 125 ) {
|
|
Cvar_Set( "cl_maxpackets", "125" );
|
|
}
|
|
oldPacketNum = (clc.netchan.outgoingSequence - 1) & PACKET_MASK;
|
|
delta = cls.realtime - cl.outPackets[ oldPacketNum ].p_realtime;
|
|
if ( delta < 1000 / cl_maxpackets->integer ) {
|
|
// the accumulated commands will go out in the next packet
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CL_WritePacket
|
|
|
|
Create and send the command packet to the server
|
|
Including both the reliable commands and the usercmds
|
|
|
|
During normal gameplay, a client packet will contain something like:
|
|
|
|
4 sequence number
|
|
2 qport
|
|
4 serverid
|
|
4 acknowledged sequence number
|
|
4 clc.serverCommandSequence
|
|
<optional reliable commands>
|
|
1 clc_move or clc_moveNoDelta
|
|
1 command count
|
|
<count * usercmds>
|
|
|
|
===================
|
|
*/
|
|
void CL_WritePacket( void ) {
|
|
msg_t buf;
|
|
byte data[MAX_MSGLEN];
|
|
int i, j;
|
|
usercmd_t *cmd, *oldcmd;
|
|
usercmd_t nullcmd;
|
|
int packetNum;
|
|
int oldPacketNum;
|
|
int count, key;
|
|
usereyes_t eyeInfo;
|
|
|
|
// don't send anything if playing back a demo
|
|
if ( clc.demoplaying || clc.state == CA_CINEMATIC ) {
|
|
return;
|
|
}
|
|
|
|
Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
|
|
oldcmd = &nullcmd;
|
|
|
|
MSG_Init( &buf, data, sizeof(data) );
|
|
|
|
MSG_Bitstream( &buf );
|
|
// write the current serverId so the server
|
|
// can tell if this is from the current gameState
|
|
MSG_WriteLong( &buf, cl.serverId );
|
|
|
|
// write the last message we received, which can
|
|
// be used for delta compression, and is also used
|
|
// to tell if we dropped a gamestate
|
|
MSG_WriteLong( &buf, clc.serverMessageSequence );
|
|
|
|
// write the last reliable message we received
|
|
MSG_WriteLong( &buf, clc.serverCommandSequence );
|
|
|
|
// write any unacknowledged clientCommands
|
|
for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
|
|
MSG_WriteByte( &buf, clc_clientCommand );
|
|
MSG_WriteLong( &buf, i );
|
|
MSG_WriteScrambledString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
|
|
}
|
|
|
|
// we want to send all the usercmds that were generated in the last
|
|
// few packet, so even if a couple packets are dropped in a row,
|
|
// all the cmds will make it to the server
|
|
if ( cl_packetdup->integer < 0 ) {
|
|
Cvar_Set( "cl_packetdup", "0" );
|
|
} else if ( cl_packetdup->integer > 5 ) {
|
|
Cvar_Set( "cl_packetdup", "5" );
|
|
}
|
|
oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
|
|
count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
|
|
if ( count > MAX_PACKET_USERCMDS ) {
|
|
count = MAX_PACKET_USERCMDS;
|
|
Com_Printf("MAX_PACKET_USERCMDS\n");
|
|
}
|
|
|
|
#ifdef USE_VOIP
|
|
if (clc.voipOutgoingDataSize > 0)
|
|
{
|
|
if((clc.voipFlags & VOIP_SPATIAL) || Com_IsVoipTarget(clc.voipTargets, sizeof(clc.voipTargets), -1))
|
|
{
|
|
MSG_WriteByte (&buf, clc_voipOpus);
|
|
MSG_WriteByte (&buf, clc.voipOutgoingGeneration);
|
|
MSG_WriteLong (&buf, clc.voipOutgoingSequence);
|
|
MSG_WriteByte (&buf, clc.voipOutgoingDataFrames);
|
|
MSG_WriteData (&buf, clc.voipTargets, sizeof(clc.voipTargets));
|
|
MSG_WriteByte(&buf, clc.voipFlags);
|
|
MSG_WriteShort (&buf, clc.voipOutgoingDataSize);
|
|
MSG_WriteData (&buf, clc.voipOutgoingData, clc.voipOutgoingDataSize);
|
|
|
|
// If we're recording a demo, we have to fake a server packet with
|
|
// this VoIP data so it gets to disk; the server doesn't send it
|
|
// back to us, and we might as well eliminate concerns about dropped
|
|
// and misordered packets here.
|
|
if(clc.demorecording && !clc.demowaiting)
|
|
{
|
|
const int voipSize = clc.voipOutgoingDataSize;
|
|
msg_t fakemsg;
|
|
byte fakedata[MAX_MSGLEN];
|
|
MSG_Init (&fakemsg, fakedata, sizeof (fakedata));
|
|
MSG_Bitstream (&fakemsg);
|
|
MSG_WriteLong (&fakemsg, clc.reliableAcknowledge);
|
|
MSG_WriteByte (&fakemsg, svc_voipOpus);
|
|
MSG_WriteShort (&fakemsg, clc.clientNum);
|
|
MSG_WriteByte (&fakemsg, clc.voipOutgoingGeneration);
|
|
MSG_WriteLong (&fakemsg, clc.voipOutgoingSequence);
|
|
MSG_WriteByte (&fakemsg, clc.voipOutgoingDataFrames);
|
|
MSG_WriteShort (&fakemsg, clc.voipOutgoingDataSize );
|
|
MSG_WriteBits (&fakemsg, clc.voipFlags, VOIP_FLAGCNT);
|
|
MSG_WriteData (&fakemsg, clc.voipOutgoingData, voipSize);
|
|
MSG_WriteByte (&fakemsg, svc_EOF);
|
|
CL_WriteDemoMessage (&fakemsg, 0);
|
|
}
|
|
|
|
clc.voipOutgoingSequence += clc.voipOutgoingDataFrames;
|
|
clc.voipOutgoingDataSize = 0;
|
|
clc.voipOutgoingDataFrames = 0;
|
|
}
|
|
else
|
|
{
|
|
// We have data, but no targets. Silently discard all data
|
|
clc.voipOutgoingDataSize = 0;
|
|
clc.voipOutgoingDataFrames = 0;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
if ( count >= 1 ) {
|
|
if ( cl_showSend->integer ) {
|
|
Com_Printf( "(%i)", count );
|
|
}
|
|
|
|
// begin a client move command
|
|
if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
|
|
|| clc.serverMessageSequence != cl.snap.messageNum ) {
|
|
MSG_WriteByte (&buf, clc_moveNoDelta);
|
|
} else {
|
|
MSG_WriteByte (&buf, clc_move);
|
|
}
|
|
|
|
// write the command count
|
|
MSG_WriteByte( &buf, count );
|
|
|
|
CL_EyeInfo( &eyeInfo );
|
|
MSG_WriteDeltaEyeInfo( &buf, &cl.outPackets[ oldPacketNum ].p_eyeinfo, &eyeInfo );
|
|
// use the checksum feed in the key
|
|
key = clc.checksumFeed;
|
|
// also use the message acknowledge
|
|
key ^= clc.serverMessageSequence;
|
|
// also use the last acknowledged server command in the key
|
|
key ^= Com_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);
|
|
|
|
// write all the commands, including the predicted command
|
|
for ( i = 0 ; i < count ; i++ ) {
|
|
j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
|
|
cmd = &cl.cmds[j];
|
|
MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
|
|
oldcmd = cmd;
|
|
}
|
|
}
|
|
else {
|
|
eyeInfo.ofs[0] = 0;
|
|
eyeInfo.ofs[1] = 0;
|
|
eyeInfo.ofs[2] = 0;
|
|
eyeInfo.angles[0] = cl.viewangles[0];
|
|
eyeInfo.angles[1] = cl.viewangles[1];
|
|
}
|
|
|
|
//
|
|
// deliver the message
|
|
//
|
|
packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
|
|
cl.outPackets[ packetNum ].p_realtime = cls.realtime;
|
|
cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
|
|
cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
|
|
cl.outPackets[ packetNum ].p_eyeinfo = eyeInfo;
|
|
clc.lastPacketSentTime = cls.realtime;
|
|
|
|
if ( cl_showSend->integer ) {
|
|
Com_Printf( "%zu ", buf.cursize );
|
|
}
|
|
|
|
CL_Netchan_Transmit (&clc.netchan, &buf);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CL_SendCmd
|
|
|
|
Called every frame to builds and sends a command packet to the server.
|
|
=================
|
|
*/
|
|
void CL_SendCmd( void ) {
|
|
// don't send any message if not connected
|
|
if ( clc.state < CA_CONNECTED ) {
|
|
return;
|
|
}
|
|
|
|
// don't send commands if paused
|
|
if ( com_sv_running->integer && paused->integer ) {
|
|
return;
|
|
}
|
|
|
|
// we create commands even if a demo is playing,
|
|
CL_CreateNewCommands();
|
|
|
|
// don't send a packet if the last packet was sent too recently
|
|
if ( !CL_ReadyToSendPacket() ) {
|
|
if ( cl_showSend->integer ) {
|
|
Com_Printf( ". " );
|
|
}
|
|
return;
|
|
}
|
|
|
|
CL_WritePacket();
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_InitInput
|
|
============
|
|
*/
|
|
void CL_InitInput( void ) {
|
|
Cmd_AddCommand("centerview", IN_CenterView);
|
|
|
|
Cmd_AddCommand("+moveup", IN_UpDown);
|
|
Cmd_AddCommand("-moveup", IN_UpUp);
|
|
Cmd_AddCommand("+movedown", IN_DownDown);
|
|
Cmd_AddCommand("-movedown", IN_DownUp);
|
|
Cmd_AddCommand("+left", IN_LeftDown);
|
|
Cmd_AddCommand("-left", IN_LeftUp);
|
|
Cmd_AddCommand("+right", IN_RightDown);
|
|
Cmd_AddCommand("-right", IN_RightUp);
|
|
Cmd_AddCommand("+forward", IN_ForwardDown);
|
|
Cmd_AddCommand("-forward", IN_ForwardUp);
|
|
Cmd_AddCommand("+back", IN_BackDown);
|
|
Cmd_AddCommand("-back", IN_BackUp);
|
|
Cmd_AddCommand("+lookup", IN_LookupDown);
|
|
Cmd_AddCommand("-lookup", IN_LookupUp);
|
|
Cmd_AddCommand("+lookdown", IN_LookdownDown);
|
|
Cmd_AddCommand("-lookdown", IN_LookdownUp);
|
|
Cmd_AddCommand("+strafe", IN_StrafeDown);
|
|
Cmd_AddCommand("-strafe", IN_StrafeUp);
|
|
Cmd_AddCommand("+moveleft", IN_MoveleftDown);
|
|
Cmd_AddCommand("-moveleft", IN_MoveleftUp);
|
|
Cmd_AddCommand("+moveright", IN_MoverightDown);
|
|
Cmd_AddCommand("-moveright", IN_MoverightUp);
|
|
Cmd_AddCommand("+attack", IN_AttackPrimaryDown);
|
|
Cmd_AddCommand("-attack", IN_AttackPrimaryUp);
|
|
Cmd_AddCommand("+attackprimary", IN_AttackPrimaryDown);
|
|
Cmd_AddCommand("-attackprimary", IN_AttackPrimaryUp);
|
|
Cmd_AddCommand("+attacksecondary", IN_AttackSecondaryDown);
|
|
Cmd_AddCommand("-attacksecondary", IN_AttackSecondaryUp);
|
|
Cmd_AddCommand("+use", IN_Button3Down);
|
|
Cmd_AddCommand("-use", IN_Button3Up);
|
|
Cmd_AddCommand("+leanleft", IN_LeanLeftDown);
|
|
Cmd_AddCommand("-leanleft", IN_LeanLeftUp);
|
|
Cmd_AddCommand("+leanright", IN_LeanRightDown);
|
|
Cmd_AddCommand("-leanright", IN_LeanRightUp);
|
|
Cmd_AddCommand("+speed", IN_SpeedDown);
|
|
Cmd_AddCommand("-speed", IN_SpeedUp);
|
|
Cmd_AddCommand("+button0", IN_Button0Down);
|
|
Cmd_AddCommand("-button0", IN_Button0Up);
|
|
Cmd_AddCommand("+button1", IN_Button1Down);
|
|
Cmd_AddCommand("-button1", IN_Button1Up);
|
|
Cmd_AddCommand("+button2", IN_Button2Down);
|
|
Cmd_AddCommand("-button2", IN_Button2Up);
|
|
Cmd_AddCommand("+button3", IN_Button3Down);
|
|
Cmd_AddCommand("-button3", IN_Button3Up);
|
|
Cmd_AddCommand("+button4", IN_Button4Down);
|
|
Cmd_AddCommand("-button4", IN_Button4Up);
|
|
Cmd_AddCommand("+button5", IN_Button5Down);
|
|
Cmd_AddCommand("-button5", IN_Button5Up);
|
|
Cmd_AddCommand("+button6", IN_Button6Down);
|
|
Cmd_AddCommand("-button6", IN_Button6Up);
|
|
Cmd_AddCommand("+button7", IN_Button7Down);
|
|
Cmd_AddCommand("-button7", IN_Button7Up);
|
|
Cmd_AddCommand("+button8", IN_Button8Down);
|
|
Cmd_AddCommand("-button8", IN_Button8Up);
|
|
Cmd_AddCommand("+button9", IN_Button9Down);
|
|
Cmd_AddCommand("-button9", IN_Button9Up);
|
|
Cmd_AddCommand("+button10", IN_Button10Down);
|
|
Cmd_AddCommand("-button10", IN_Button10Up);
|
|
Cmd_AddCommand("+button11", IN_Button11Down);
|
|
Cmd_AddCommand("-button11", IN_Button11Up);
|
|
Cmd_AddCommand("+button12", IN_Button12Down);
|
|
Cmd_AddCommand("-button12", IN_Button12Up);
|
|
Cmd_AddCommand("+button13", IN_Button13Down);
|
|
Cmd_AddCommand("-button13", IN_Button13Up);
|
|
Cmd_AddCommand("+button14", IN_Button14Down);
|
|
Cmd_AddCommand("-button14", IN_Button14Up);
|
|
Cmd_AddCommand("+mlook", IN_MLookDown);
|
|
Cmd_AddCommand("-mlook", IN_MLookUp);
|
|
|
|
#ifdef USE_VOIP
|
|
Cmd_AddCommand ("+voiprecord", IN_VoipRecordDown);
|
|
Cmd_AddCommand ("-voiprecord", IN_VoipRecordUp);
|
|
#endif
|
|
|
|
cl_nodelta = Cvar_Get ("cl_nodelta", "0", 0);
|
|
cl_debugMove = Cvar_Get ("cl_debugMove", "0", 0);
|
|
|
|
#ifdef USE_OPENXR
|
|
// Comfort options, all tunable on the headset rather than at build time.
|
|
cl_vrSnapAngle = Cvar_Get( "cl_vrSnapAngle", "45", CVAR_ARCHIVE );
|
|
cl_vrSmoothTurn = Cvar_Get( "cl_vrSmoothTurn", "0", CVAR_ARCHIVE );
|
|
cl_vrTurnSpeed = Cvar_Get( "cl_vrTurnSpeed", "90", CVAR_ARCHIVE );
|
|
cl_vrDeadzone = Cvar_Get( "cl_vrDeadzone", "0.2", CVAR_ARCHIVE );
|
|
cl_vrWalkWithView = Cvar_Get( "cl_vrWalkWithView", "0", CVAR_ARCHIVE );
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
============
|
|
CL_ShutdownInput
|
|
============
|
|
*/
|
|
void CL_ShutdownInput(void)
|
|
{
|
|
Cmd_RemoveCommand("centerview");
|
|
|
|
Cmd_RemoveCommand("+moveup");
|
|
Cmd_RemoveCommand("-moveup");
|
|
Cmd_RemoveCommand("+movedown");
|
|
Cmd_RemoveCommand("-movedown");
|
|
Cmd_RemoveCommand("+left");
|
|
Cmd_RemoveCommand("-left");
|
|
Cmd_RemoveCommand("+right");
|
|
Cmd_RemoveCommand("-right");
|
|
Cmd_RemoveCommand("+forward");
|
|
Cmd_RemoveCommand("-forward");
|
|
Cmd_RemoveCommand("+back");
|
|
Cmd_RemoveCommand("-back");
|
|
Cmd_RemoveCommand("+lookup");
|
|
Cmd_RemoveCommand("-lookup");
|
|
Cmd_RemoveCommand("+lookdown");
|
|
Cmd_RemoveCommand("-lookdown");
|
|
Cmd_RemoveCommand("+strafe");
|
|
Cmd_RemoveCommand("-strafe");
|
|
Cmd_RemoveCommand("+moveleft");
|
|
Cmd_RemoveCommand("-moveleft");
|
|
Cmd_RemoveCommand("+moveright");
|
|
Cmd_RemoveCommand("-moveright");
|
|
Cmd_RemoveCommand("+speed");
|
|
Cmd_RemoveCommand("-speed");
|
|
Cmd_RemoveCommand("+attack");
|
|
Cmd_RemoveCommand("-attack");
|
|
Cmd_RemoveCommand("+button0");
|
|
Cmd_RemoveCommand("-button0");
|
|
Cmd_RemoveCommand("+button1");
|
|
Cmd_RemoveCommand("-button1");
|
|
Cmd_RemoveCommand("+button2");
|
|
Cmd_RemoveCommand("-button2");
|
|
Cmd_RemoveCommand("+button3");
|
|
Cmd_RemoveCommand("-button3");
|
|
Cmd_RemoveCommand("+button4");
|
|
Cmd_RemoveCommand("-button4");
|
|
Cmd_RemoveCommand("+button5");
|
|
Cmd_RemoveCommand("-button5");
|
|
Cmd_RemoveCommand("+button6");
|
|
Cmd_RemoveCommand("-button6");
|
|
Cmd_RemoveCommand("+button7");
|
|
Cmd_RemoveCommand("-button7");
|
|
Cmd_RemoveCommand("+button8");
|
|
Cmd_RemoveCommand("-button8");
|
|
Cmd_RemoveCommand("+button9");
|
|
Cmd_RemoveCommand("-button9");
|
|
Cmd_RemoveCommand("+button10");
|
|
Cmd_RemoveCommand("-button10");
|
|
Cmd_RemoveCommand("+button11");
|
|
Cmd_RemoveCommand("-button11");
|
|
Cmd_RemoveCommand("+button12");
|
|
Cmd_RemoveCommand("-button12");
|
|
Cmd_RemoveCommand("+button13");
|
|
Cmd_RemoveCommand("-button13");
|
|
Cmd_RemoveCommand("+button14");
|
|
Cmd_RemoveCommand("-button14");
|
|
Cmd_RemoveCommand("+mlook");
|
|
Cmd_RemoveCommand("-mlook");
|
|
|
|
#ifdef USE_VOIP
|
|
Cmd_RemoveCommand("+voiprecord");
|
|
Cmd_RemoveCommand("-voiprecord");
|
|
#endif
|
|
}
|