1713 lines
44 KiB
C++
1713 lines
44 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: builds an intended movement command to send to the server
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "kbutton.h"
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#include "usercmd.h"
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#include "in_buttons.h"
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#include "input.h"
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#include "iviewrender.h"
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#include "iclientmode.h"
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#include "prediction.h"
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#include "bitbuf.h"
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#include "checksum_md5.h"
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#include "hltvcamera.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/replaycamera.h"
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#endif
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#include <ctype.h> // isalnum()
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#include <voice_status.h>
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#include "cam_thirdperson.h"
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#ifdef SIXENSE
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#include "sixense/in_sixense.h"
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#endif
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#include "client_virtualreality.h"
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#include "sourcevr/isourcevirtualreality.h"
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// NVNT Include
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#include "haptics/haptic_utils.h"
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#include <vgui/ISurface.h>
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extern ConVar in_joystick;
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extern ConVar cam_idealpitch;
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extern ConVar cam_idealyaw;
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// For showing/hiding the scoreboard
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#include <game/client/iviewport.h>
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// Need this for steam controller
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#include "clientsteamcontext.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// FIXME, tie to entity state parsing for player!!!
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int g_iAlive = 1;
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static int s_ClearInputState = 0;
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// Defined in pm_math.c
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float anglemod( float a );
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// FIXME void V_Init( void );
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static int in_impulse = 0;
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static int in_cancel = 0;
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ConVar cl_anglespeedkey( "cl_anglespeedkey", "0.67", 0 );
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ConVar cl_yawspeed( "cl_yawspeed", "210", FCVAR_NONE, "Client yaw speed.", true, -100000, true, 100000 );
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ConVar cl_pitchspeed( "cl_pitchspeed", "225", FCVAR_NONE, "Client pitch speed.", true, -100000, true, 100000 );
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ConVar cl_pitchdown( "cl_pitchdown", "89", FCVAR_CHEAT );
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ConVar cl_pitchup( "cl_pitchup", "89", FCVAR_CHEAT );
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#if defined( CSTRIKE_DLL )
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ConVar cl_sidespeed( "cl_sidespeed", "400", FCVAR_CHEAT );
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ConVar cl_upspeed( "cl_upspeed", "320", FCVAR_ARCHIVE|FCVAR_CHEAT );
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ConVar cl_forwardspeed( "cl_forwardspeed", "400", FCVAR_ARCHIVE|FCVAR_CHEAT );
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ConVar cl_backspeed( "cl_backspeed", "400", FCVAR_ARCHIVE|FCVAR_CHEAT );
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#else
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ConVar cl_sidespeed( "cl_sidespeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar cl_upspeed( "cl_upspeed", "320", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar cl_forwardspeed( "cl_forwardspeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT );
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ConVar cl_backspeed( "cl_backspeed", "450", FCVAR_REPLICATED | FCVAR_CHEAT );
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#endif // CSTRIKE_DLL
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ConVar lookspring( "lookspring", "0", FCVAR_ARCHIVE );
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ConVar lookstrafe( "lookstrafe", "0", FCVAR_ARCHIVE );
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ConVar in_joystick( "joystick","0", FCVAR_ARCHIVE );
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ConVar thirdperson_platformer( "thirdperson_platformer", "0", 0, "Player will aim in the direction they are moving." );
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ConVar thirdperson_screenspace( "thirdperson_screenspace", "0", 0, "Movement will be relative to the camera, eg: left means screen-left" );
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ConVar sv_noclipduringpause( "sv_noclipduringpause", "0", FCVAR_REPLICATED | FCVAR_CHEAT, "If cheats are enabled, then you can noclip with the game paused (for doing screenshots, etc.)." );
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extern ConVar cl_mouselook;
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#define UsingMouselook() cl_mouselook.GetBool()
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/*
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===============================================================================
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KEY BUTTONS
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Continuous button event tracking is complicated by the fact that two different
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input sources (say, mouse button 1 and the control key) can both press the
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same button, but the button should only be released when both of the
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pressing key have been released.
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When a key event issues a button command (+forward, +attack, etc), it appends
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its key number as a parameter to the command so it can be matched up with
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the release.
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state bit 0 is the current state of the key
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state bit 1 is edge triggered on the up to down transition
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state bit 2 is edge triggered on the down to up transition
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===============================================================================
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*/
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kbutton_t in_speed;
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kbutton_t in_walk;
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kbutton_t in_jlook;
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kbutton_t in_strafe;
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kbutton_t in_commandermousemove;
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kbutton_t in_forward;
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kbutton_t in_back;
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kbutton_t in_moveleft;
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kbutton_t in_moveright;
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// Display the netgraph
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kbutton_t in_graph;
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kbutton_t in_joyspeed; // auto-speed key from the joystick (only works for player movement, not vehicles)
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static kbutton_t in_klook;
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kbutton_t in_left;
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kbutton_t in_right;
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static kbutton_t in_lookup;
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static kbutton_t in_lookdown;
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static kbutton_t in_use;
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static kbutton_t in_jump;
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static kbutton_t in_attack;
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static kbutton_t in_attack2;
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static kbutton_t in_up;
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static kbutton_t in_down;
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static kbutton_t in_duck;
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static kbutton_t in_reload;
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static kbutton_t in_alt1;
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static kbutton_t in_alt2;
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static kbutton_t in_score;
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static kbutton_t in_break;
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static kbutton_t in_zoom;
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static kbutton_t in_grenade1;
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static kbutton_t in_grenade2;
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static kbutton_t in_attack3;
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kbutton_t in_ducktoggle;
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/*
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===========
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IN_CenterView_f
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===========
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*/
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void IN_CenterView_f (void)
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{
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QAngle viewangles;
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if ( UsingMouselook() == false )
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{
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if ( !::input->CAM_InterceptingMouse() )
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{
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engine->GetViewAngles( viewangles );
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viewangles[PITCH] = 0;
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engine->SetViewAngles( viewangles );
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}
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}
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}
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/*
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===========
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IN_Joystick_Advanced_f
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===========
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*/
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void IN_Joystick_Advanced_f (void)
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{
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::input->Joystick_Advanced();
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}
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/*
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============
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KB_ConvertString
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Removes references to +use and replaces them with the keyname in the output string. If
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a binding is unfound, then the original text is retained.
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NOTE: Only works for text with +word in it.
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============
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*/
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int KB_ConvertString( char *in, char **ppout )
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{
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char sz[ 4096 ];
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char binding[ 64 ];
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char *p;
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char *pOut;
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char *pEnd;
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const char *pBinding;
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if ( !ppout )
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return 0;
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*ppout = NULL;
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p = in;
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pOut = sz;
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while ( *p )
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{
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if ( *p == '+' )
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{
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pEnd = binding;
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while ( *p && ( V_isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) )
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{
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*pEnd++ = *p++;
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}
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*pEnd = '\0';
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pBinding = NULL;
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if ( strlen( binding + 1 ) > 0 )
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{
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// See if there is a binding for binding?
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pBinding = engine->Key_LookupBinding( binding + 1 );
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}
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if ( pBinding )
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{
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*pOut++ = '[';
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pEnd = (char *)pBinding;
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}
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else
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{
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pEnd = binding;
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}
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while ( *pEnd )
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{
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*pOut++ = *pEnd++;
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}
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if ( pBinding )
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{
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*pOut++ = ']';
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}
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}
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else
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{
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*pOut++ = *p++;
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}
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}
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*pOut = '\0';
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int maxlen = strlen( sz ) + 1;
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pOut = ( char * )malloc( maxlen );
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Q_strncpy( pOut, sz, maxlen );
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*ppout = pOut;
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return 1;
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}
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/*
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==============================
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FindKey
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Allows the engine to request a kbutton handler by name, if the key exists.
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==============================
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*/
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kbutton_t *CInput::FindKey( const char *name )
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{
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CKeyboardKey *p;
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p = m_pKeys;
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while ( p )
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{
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if ( !Q_stricmp( name, p->name ) )
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{
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return p->pkey;
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}
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p = p->next;
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}
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return NULL;
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}
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/*
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============
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AddKeyButton
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Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find
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============
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*/
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void CInput::AddKeyButton( const char *name, kbutton_t *pkb )
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{
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CKeyboardKey *p;
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kbutton_t *kb;
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kb = FindKey( name );
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if ( kb )
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return;
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p = new CKeyboardKey;
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Q_strncpy( p->name, name, sizeof( p->name ) );
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p->pkey = pkb;
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p->next = m_pKeys;
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m_pKeys = p;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CInput::CInput( void )
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{
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m_pCommands = NULL;
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m_pCameraThirdData = NULL;
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m_pVerifiedCommands = NULL;
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m_PreferredGameActionSet = GAME_ACTION_SET_MENUCONTROLS;
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m_bSteamControllerGameActionsInitialized = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CInput::~CInput( void )
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{
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}
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/*
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============
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Init_Keyboard
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Add kbutton_t definitions that the engine can query if needed
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============
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*/
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void CInput::Init_Keyboard( void )
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{
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m_pKeys = NULL;
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AddKeyButton( "in_graph", &in_graph );
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AddKeyButton( "in_jlook", &in_jlook );
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}
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/*
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============
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Shutdown_Keyboard
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Clear kblist
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============
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*/
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void CInput::Shutdown_Keyboard( void )
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{
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CKeyboardKey *p, *n;
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p = m_pKeys;
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while ( p )
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{
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n = p->next;
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delete p;
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p = n;
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}
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m_pKeys = NULL;
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}
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/*
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============
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KeyDown
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============
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*/
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void KeyDown( kbutton_t *b, const char *c )
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{
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int k = -1;
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if ( c && c[0] )
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{
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k = atoi(c);
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}
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if (k == b->down[0] || k == b->down[1])
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return; // repeating key
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if (!b->down[0])
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b->down[0] = k;
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else if (!b->down[1])
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b->down[1] = k;
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else
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{
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if ( c[0] )
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{
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DevMsg( 1,"Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c[0]);
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}
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return;
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}
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if (b->state & 1)
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return; // still down
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b->state |= 1 + 2; // down + impulse down
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}
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/*
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============
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KeyUp
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============
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*/
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void KeyUp( kbutton_t *b, const char *c )
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{
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if ( !c || !c[0] )
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{
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b->down[0] = b->down[1] = 0;
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b->state = 4; // impulse up
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return;
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}
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int k = atoi(c);
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if (b->down[0] == k)
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b->down[0] = 0;
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else if (b->down[1] == k)
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b->down[1] = 0;
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else
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return; // key up without coresponding down (menu pass through)
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if (b->down[0] || b->down[1])
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{
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//Msg ("Keys down for button: '%c' '%c' '%c' (%d,%d,%d)!\n", b->down[0], b->down[1], c, b->down[0], b->down[1], c);
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return; // some other key is still holding it down
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}
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if (!(b->state & 1))
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return; // still up (this should not happen)
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b->state &= ~1; // now up
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b->state |= 4; // impulse up
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}
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void IN_CommanderMouseMoveDown( const CCommand &args ) {KeyDown(&in_commandermousemove, args[1] );}
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void IN_CommanderMouseMoveUp( const CCommand &args ) {KeyUp(&in_commandermousemove, args[1] );}
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void IN_BreakDown( const CCommand &args ) { KeyDown( &in_break , args[1] );}
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void IN_BreakUp( const CCommand &args )
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{
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KeyUp( &in_break, args[1] );
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#if defined( _DEBUG )
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DebuggerBreak();
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#endif
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};
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void IN_KLookDown ( const CCommand &args ) {KeyDown(&in_klook, args[1] );}
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void IN_KLookUp ( const CCommand &args ) {KeyUp(&in_klook, args[1] );}
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void IN_JLookDown ( const CCommand &args ) {KeyDown(&in_jlook, args[1] );}
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void IN_JLookUp ( const CCommand &args ) {KeyUp(&in_jlook, args[1] );}
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void IN_UpDown( const CCommand &args ) {KeyDown(&in_up, args[1] );}
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void IN_UpUp( const CCommand &args ) {KeyUp(&in_up, args[1] );}
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void IN_DownDown( const CCommand &args ) {KeyDown(&in_down, args[1] );}
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void IN_DownUp( const CCommand &args ) {KeyUp(&in_down, args[1] );}
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void IN_LeftDown( const CCommand &args ) {KeyDown(&in_left, args[1] );}
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||
|
void IN_LeftUp( const CCommand &args ) {KeyUp(&in_left, args[1] );}
|
||
|
void IN_RightDown( const CCommand &args ) {KeyDown(&in_right, args[1] );}
|
||
|
void IN_RightUp( const CCommand &args ) {KeyUp(&in_right, args[1] );}
|
||
|
void IN_ForwardDown( const CCommand &args ) {KeyDown(&in_forward, args[1] );}
|
||
|
void IN_ForwardUp( const CCommand &args ) {KeyUp(&in_forward, args[1] );}
|
||
|
void IN_BackDown( const CCommand &args ) {KeyDown(&in_back, args[1] );}
|
||
|
void IN_BackUp( const CCommand &args ) {KeyUp(&in_back, args[1] );}
|
||
|
void IN_LookupDown( const CCommand &args ) {KeyDown(&in_lookup, args[1] );}
|
||
|
void IN_LookupUp( const CCommand &args ) {KeyUp(&in_lookup, args[1] );}
|
||
|
void IN_LookdownDown( const CCommand &args ) {KeyDown(&in_lookdown, args[1] );}
|
||
|
void IN_LookdownUp( const CCommand &args ) {KeyUp(&in_lookdown, args[1] );}
|
||
|
void IN_MoveleftDown( const CCommand &args ) {KeyDown(&in_moveleft, args[1] );}
|
||
|
void IN_MoveleftUp( const CCommand &args ) {KeyUp(&in_moveleft, args[1] );}
|
||
|
void IN_MoverightDown( const CCommand &args ) {KeyDown(&in_moveright, args[1] );}
|
||
|
void IN_MoverightUp( const CCommand &args ) {KeyUp(&in_moveright, args[1] );}
|
||
|
void IN_WalkDown( const CCommand &args ) {KeyDown(&in_walk, args[1] );}
|
||
|
void IN_WalkUp( const CCommand &args ) {KeyUp(&in_walk, args[1] );}
|
||
|
void IN_SpeedDown( const CCommand &args ) {KeyDown(&in_speed, args[1] );}
|
||
|
void IN_SpeedUp( const CCommand &args ) {KeyUp(&in_speed, args[1] );}
|
||
|
void IN_StrafeDown( const CCommand &args ) {KeyDown(&in_strafe, args[1] );}
|
||
|
void IN_StrafeUp( const CCommand &args ) {KeyUp(&in_strafe, args[1] );}
|
||
|
void IN_Attack2Down( const CCommand &args ) { KeyDown(&in_attack2, args[1] );}
|
||
|
void IN_Attack2Up( const CCommand &args ) {KeyUp(&in_attack2, args[1] );}
|
||
|
void IN_UseDown ( const CCommand &args ) {KeyDown(&in_use, args[1] );}
|
||
|
void IN_UseUp ( const CCommand &args ) {KeyUp(&in_use, args[1] );}
|
||
|
void IN_JumpDown ( const CCommand &args ) {KeyDown(&in_jump, args[1] );}
|
||
|
void IN_JumpUp ( const CCommand &args ) {KeyUp(&in_jump, args[1] );}
|
||
|
void IN_DuckDown( const CCommand &args ) {KeyDown(&in_duck, args[1] );}
|
||
|
void IN_DuckUp( const CCommand &args ) {KeyUp(&in_duck, args[1] );}
|
||
|
void IN_ReloadDown( const CCommand &args ) {KeyDown(&in_reload, args[1] );}
|
||
|
void IN_ReloadUp( const CCommand &args ) {KeyUp(&in_reload, args[1] );}
|
||
|
void IN_Alt1Down( const CCommand &args ) {KeyDown(&in_alt1, args[1] );}
|
||
|
void IN_Alt1Up( const CCommand &args ) {KeyUp(&in_alt1, args[1] );}
|
||
|
void IN_Alt2Down( const CCommand &args ) {KeyDown(&in_alt2, args[1] );}
|
||
|
void IN_Alt2Up( const CCommand &args ) {KeyUp(&in_alt2, args[1] );}
|
||
|
void IN_GraphDown( const CCommand &args ) {KeyDown(&in_graph, args[1] );}
|
||
|
void IN_GraphUp( const CCommand &args ) {KeyUp(&in_graph, args[1] );}
|
||
|
void IN_ZoomDown( const CCommand &args ) {KeyDown(&in_zoom, args[1] );}
|
||
|
void IN_ZoomUp( const CCommand &args ) {KeyUp(&in_zoom, args[1] );}
|
||
|
void IN_Grenade1Up( const CCommand &args ) { KeyUp( &in_grenade1, args[1] ); }
|
||
|
void IN_Grenade1Down( const CCommand &args ) { KeyDown( &in_grenade1, args[1] ); }
|
||
|
void IN_Grenade2Up( const CCommand &args ) { KeyUp( &in_grenade2, args[1] ); }
|
||
|
void IN_Grenade2Down( const CCommand &args ) { KeyDown( &in_grenade2, args[1] ); }
|
||
|
void IN_XboxStub( const CCommand &args ) { /*do nothing*/ }
|
||
|
void IN_Attack3Down( const CCommand &args ) { KeyDown(&in_attack3, args[1] );}
|
||
|
void IN_Attack3Up( const CCommand &args ) { KeyUp(&in_attack3, args[1] );}
|
||
|
|
||
|
void IN_DuckToggle( const CCommand &args )
|
||
|
{
|
||
|
if ( ::input->KeyState(&in_ducktoggle) )
|
||
|
{
|
||
|
KeyUp( &in_ducktoggle, args[1] );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
KeyDown( &in_ducktoggle, args[1] );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void IN_AttackDown( const CCommand &args )
|
||
|
{
|
||
|
KeyDown( &in_attack, args[1] );
|
||
|
}
|
||
|
|
||
|
void IN_AttackUp( const CCommand &args )
|
||
|
{
|
||
|
KeyUp( &in_attack, args[1] );
|
||
|
in_cancel = 0;
|
||
|
}
|
||
|
|
||
|
// Special handling
|
||
|
void IN_Cancel( const CCommand &args )
|
||
|
{
|
||
|
in_cancel = 1;
|
||
|
}
|
||
|
|
||
|
void IN_Impulse( const CCommand &args )
|
||
|
{
|
||
|
in_impulse = atoi( args[1] );
|
||
|
}
|
||
|
|
||
|
void IN_ScoreDown( const CCommand &args )
|
||
|
{
|
||
|
KeyDown( &in_score, args[1] );
|
||
|
if ( gViewPortInterface )
|
||
|
{
|
||
|
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void IN_ScoreUp( const CCommand &args )
|
||
|
{
|
||
|
KeyUp( &in_score, args[1] );
|
||
|
if ( gViewPortInterface )
|
||
|
{
|
||
|
gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
|
||
|
GetClientVoiceMgr()->StopSquelchMode();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
KeyEvent
|
||
|
|
||
|
Return 1 to allow engine to process the key, otherwise, act on it as needed
|
||
|
============
|
||
|
*/
|
||
|
int CInput::KeyEvent( int down, ButtonCode_t code, const char *pszCurrentBinding )
|
||
|
{
|
||
|
// Deal with camera intercepting the mouse
|
||
|
if ( ( code == MOUSE_LEFT ) || ( code == MOUSE_RIGHT ) )
|
||
|
{
|
||
|
if ( m_fCameraInterceptingMouse )
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
if ( g_pClientMode )
|
||
|
return g_pClientMode->KeyInput(down, code, pszCurrentBinding);
|
||
|
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
KeyState
|
||
|
|
||
|
Returns 0.25 if a key was pressed and released during the frame,
|
||
|
0.5 if it was pressed and held
|
||
|
0 if held then released, and
|
||
|
1.0 if held for the entire time
|
||
|
===============
|
||
|
*/
|
||
|
float CInput::KeyState ( kbutton_t *key )
|
||
|
{
|
||
|
float val = 0.0;
|
||
|
int impulsedown, impulseup, down;
|
||
|
|
||
|
impulsedown = key->state & 2;
|
||
|
impulseup = key->state & 4;
|
||
|
down = key->state & 1;
|
||
|
|
||
|
if ( impulsedown && !impulseup )
|
||
|
{
|
||
|
// pressed and held this frame?
|
||
|
val = down ? 0.5 : 0.0;
|
||
|
}
|
||
|
|
||
|
if ( impulseup && !impulsedown )
|
||
|
{
|
||
|
// released this frame?
|
||
|
val = down ? 0.0 : 0.0;
|
||
|
}
|
||
|
|
||
|
if ( !impulsedown && !impulseup )
|
||
|
{
|
||
|
// held the entire frame?
|
||
|
val = down ? 1.0 : 0.0;
|
||
|
}
|
||
|
|
||
|
if ( impulsedown && impulseup )
|
||
|
{
|
||
|
if ( down )
|
||
|
{
|
||
|
// released and re-pressed this frame
|
||
|
val = 0.75;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// pressed and released this frame
|
||
|
val = 0.25;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// clear impulses
|
||
|
key->state &= 1;
|
||
|
return val;
|
||
|
}
|
||
|
|
||
|
void CInput::IN_SetSampleTime( float frametime )
|
||
|
{
|
||
|
m_flKeyboardSampleTime = frametime;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
DetermineKeySpeed
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
static ConVar in_usekeyboardsampletime( "in_usekeyboardsampletime", "1", 0, "Use keyboard sample time smoothing." );
|
||
|
|
||
|
float CInput::DetermineKeySpeed( float frametime )
|
||
|
{
|
||
|
|
||
|
if ( in_usekeyboardsampletime.GetBool() )
|
||
|
{
|
||
|
if ( m_flKeyboardSampleTime <= 0 )
|
||
|
return 0.0f;
|
||
|
|
||
|
frametime = MIN( m_flKeyboardSampleTime, frametime );
|
||
|
m_flKeyboardSampleTime -= frametime;
|
||
|
}
|
||
|
|
||
|
float speed;
|
||
|
|
||
|
speed = frametime;
|
||
|
|
||
|
if ( in_speed.state & 1 )
|
||
|
{
|
||
|
speed *= cl_anglespeedkey.GetFloat();
|
||
|
}
|
||
|
|
||
|
return speed;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
AdjustYaw
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
void CInput::AdjustYaw( float speed, QAngle& viewangles )
|
||
|
{
|
||
|
if ( !(in_strafe.state & 1) )
|
||
|
{
|
||
|
viewangles[YAW] -= speed*cl_yawspeed.GetFloat() * KeyState (&in_right);
|
||
|
viewangles[YAW] += speed*cl_yawspeed.GetFloat() * KeyState (&in_left);
|
||
|
}
|
||
|
|
||
|
// thirdperson platformer mode
|
||
|
// use movement keys to aim the player relative to the thirdperson camera
|
||
|
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
|
||
|
{
|
||
|
float side = KeyState(&in_moveleft) - KeyState(&in_moveright);
|
||
|
float forward = KeyState(&in_forward) - KeyState(&in_back);
|
||
|
|
||
|
if ( side || forward )
|
||
|
{
|
||
|
viewangles[YAW] = RAD2DEG(atan2(side, forward)) + g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ];
|
||
|
}
|
||
|
if ( side || forward || KeyState (&in_right) || KeyState (&in_left) )
|
||
|
{
|
||
|
cam_idealyaw.SetValue( g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ] - viewangles[ YAW ] );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
AdjustPitch
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
void CInput::AdjustPitch( float speed, QAngle& viewangles )
|
||
|
{
|
||
|
// only allow keyboard looking if mouse look is disabled
|
||
|
if ( UsingMouselook() == false )
|
||
|
{
|
||
|
float up, down;
|
||
|
|
||
|
if ( in_klook.state & 1 )
|
||
|
{
|
||
|
view->StopPitchDrift ();
|
||
|
viewangles[PITCH] -= speed*cl_pitchspeed.GetFloat() * KeyState (&in_forward);
|
||
|
viewangles[PITCH] += speed*cl_pitchspeed.GetFloat() * KeyState (&in_back);
|
||
|
}
|
||
|
|
||
|
up = KeyState ( &in_lookup );
|
||
|
down = KeyState ( &in_lookdown );
|
||
|
|
||
|
viewangles[PITCH] -= speed*cl_pitchspeed.GetFloat() * up;
|
||
|
viewangles[PITCH] += speed*cl_pitchspeed.GetFloat() * down;
|
||
|
|
||
|
if ( up || down )
|
||
|
{
|
||
|
view->StopPitchDrift ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
ClampAngles
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
void CInput::ClampAngles( QAngle& viewangles )
|
||
|
{
|
||
|
if ( viewangles[PITCH] > cl_pitchdown.GetFloat() )
|
||
|
{
|
||
|
viewangles[PITCH] = cl_pitchdown.GetFloat();
|
||
|
}
|
||
|
if ( viewangles[PITCH] < -cl_pitchup.GetFloat() )
|
||
|
{
|
||
|
viewangles[PITCH] = -cl_pitchup.GetFloat();
|
||
|
}
|
||
|
|
||
|
#ifndef PORTAL // Don't constrain Roll in Portal because the player can be upside down! -Jeep
|
||
|
if ( viewangles[ROLL] > 50 )
|
||
|
{
|
||
|
viewangles[ROLL] = 50;
|
||
|
}
|
||
|
if ( viewangles[ROLL] < -50 )
|
||
|
{
|
||
|
viewangles[ROLL] = -50;
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
AdjustAngles
|
||
|
|
||
|
Moves the local angle positions
|
||
|
================
|
||
|
*/
|
||
|
void CInput::AdjustAngles ( float frametime )
|
||
|
{
|
||
|
float speed;
|
||
|
QAngle viewangles;
|
||
|
|
||
|
// Determine control scaling factor ( multiplies time )
|
||
|
speed = DetermineKeySpeed( frametime );
|
||
|
if ( speed <= 0.0f )
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Retrieve latest view direction from engine
|
||
|
engine->GetViewAngles( viewangles );
|
||
|
|
||
|
// Adjust YAW
|
||
|
AdjustYaw( speed, viewangles );
|
||
|
|
||
|
// Adjust PITCH if keyboard looking
|
||
|
AdjustPitch( speed, viewangles );
|
||
|
|
||
|
// Make sure values are legitimate
|
||
|
ClampAngles( viewangles );
|
||
|
|
||
|
// Store new view angles into engine view direction
|
||
|
engine->SetViewAngles( viewangles );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
ComputeSideMove
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
void CInput::ComputeSideMove( CUserCmd *cmd )
|
||
|
{
|
||
|
// thirdperson platformer movement
|
||
|
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
|
||
|
{
|
||
|
// no sideways movement in this mode
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// thirdperson screenspace movement
|
||
|
if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() )
|
||
|
{
|
||
|
float ideal_yaw = cam_idealyaw.GetFloat();
|
||
|
float ideal_sin = sin(DEG2RAD(ideal_yaw));
|
||
|
float ideal_cos = cos(DEG2RAD(ideal_yaw));
|
||
|
|
||
|
float movement = ideal_cos*KeyState(&in_moveright)
|
||
|
+ ideal_sin*KeyState(&in_back)
|
||
|
+ -ideal_cos*KeyState(&in_moveleft)
|
||
|
+ -ideal_sin*KeyState(&in_forward);
|
||
|
|
||
|
cmd->sidemove += cl_sidespeed.GetFloat() * movement;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// If strafing, check left and right keys and act like moveleft and moveright keys
|
||
|
if ( in_strafe.state & 1 )
|
||
|
{
|
||
|
cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_right);
|
||
|
cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_left);
|
||
|
}
|
||
|
|
||
|
// Otherwise, check strafe keys
|
||
|
cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_moveright);
|
||
|
cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_moveleft);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
ComputeUpwardMove
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
void CInput::ComputeUpwardMove( CUserCmd *cmd )
|
||
|
{
|
||
|
cmd->upmove += cl_upspeed.GetFloat() * KeyState (&in_up);
|
||
|
cmd->upmove -= cl_upspeed.GetFloat() * KeyState (&in_down);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
ComputeForwardMove
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
void CInput::ComputeForwardMove( CUserCmd *cmd )
|
||
|
{
|
||
|
// thirdperson platformer movement
|
||
|
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
|
||
|
{
|
||
|
// movement is always forward in this mode
|
||
|
float movement = KeyState(&in_forward)
|
||
|
|| KeyState(&in_moveright)
|
||
|
|| KeyState(&in_back)
|
||
|
|| KeyState(&in_moveleft);
|
||
|
|
||
|
cmd->forwardmove += cl_forwardspeed.GetFloat() * movement;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// thirdperson screenspace movement
|
||
|
if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() )
|
||
|
{
|
||
|
float ideal_yaw = cam_idealyaw.GetFloat();
|
||
|
float ideal_sin = sin(DEG2RAD(ideal_yaw));
|
||
|
float ideal_cos = cos(DEG2RAD(ideal_yaw));
|
||
|
|
||
|
float movement = ideal_cos*KeyState(&in_forward)
|
||
|
+ ideal_sin*KeyState(&in_moveright)
|
||
|
+ -ideal_cos*KeyState(&in_back)
|
||
|
+ -ideal_sin*KeyState(&in_moveleft);
|
||
|
|
||
|
cmd->forwardmove += cl_forwardspeed.GetFloat() * movement;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if ( !(in_klook.state & 1 ) )
|
||
|
{
|
||
|
cmd->forwardmove += cl_forwardspeed.GetFloat() * KeyState (&in_forward);
|
||
|
cmd->forwardmove -= cl_backspeed.GetFloat() * KeyState (&in_back);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
ScaleMovements
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
void CInput::ScaleMovements( CUserCmd *cmd )
|
||
|
{
|
||
|
// float spd;
|
||
|
|
||
|
// clip to maxspeed
|
||
|
// FIXME FIXME: This doesn't work
|
||
|
return;
|
||
|
|
||
|
/*
|
||
|
spd = engine->GetClientMaxspeed();
|
||
|
if ( spd == 0.0 )
|
||
|
return;
|
||
|
|
||
|
// Scale the speed so that the total velocity is not > spd
|
||
|
float fmov = sqrt( (cmd->forwardmove*cmd->forwardmove) + (cmd->sidemove*cmd->sidemove) + (cmd->upmove*cmd->upmove) );
|
||
|
|
||
|
if ( fmov > spd && fmov > 0.0 )
|
||
|
{
|
||
|
float fratio = spd / fmov;
|
||
|
|
||
|
if ( !IsNoClipping() )
|
||
|
{
|
||
|
cmd->forwardmove *= fratio;
|
||
|
cmd->sidemove *= fratio;
|
||
|
cmd->upmove *= fratio;
|
||
|
}
|
||
|
}
|
||
|
*/
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
ControllerMove
|
||
|
===========
|
||
|
*/
|
||
|
void CInput::ControllerMove( float frametime, CUserCmd *cmd )
|
||
|
{
|
||
|
if ( IsPC() )
|
||
|
{
|
||
|
if ( !m_fCameraInterceptingMouse && m_fMouseActive )
|
||
|
{
|
||
|
MouseMove( cmd);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
SteamControllerMove( frametime, cmd );
|
||
|
JoyStickMove( frametime, cmd );
|
||
|
|
||
|
// NVNT if we have a haptic device..
|
||
|
if(haptics && haptics->HasDevice())
|
||
|
{
|
||
|
if(engine->IsPaused() || engine->IsLevelMainMenuBackground() || vgui::surface()->IsCursorVisible() || !engine->IsInGame())
|
||
|
{
|
||
|
// NVNT send a menu process to the haptics system.
|
||
|
haptics->MenuProcess();
|
||
|
return;
|
||
|
}
|
||
|
#ifdef CSTRIKE_DLL
|
||
|
// NVNT cstrike fov grabing.
|
||
|
C_BasePlayer *player = C_BasePlayer::GetLocalPlayer();
|
||
|
if(player){
|
||
|
haptics->UpdatePlayerFOV(player->GetFOV());
|
||
|
}
|
||
|
#endif
|
||
|
// NVNT calculate move with the navigation on the haptics system.
|
||
|
haptics->CalculateMove(cmd->forwardmove, cmd->sidemove, frametime);
|
||
|
// NVNT send a game process to the haptics system.
|
||
|
haptics->GameProcess();
|
||
|
#if defined( WIN32 ) && !defined( _X360 )
|
||
|
// NVNT update our avatar effect.
|
||
|
UpdateAvatarEffect();
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *weapon -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInput::MakeWeaponSelection( C_BaseCombatWeapon *weapon )
|
||
|
{
|
||
|
m_hSelectedWeapon = weapon;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
CreateMove
|
||
|
|
||
|
Send the intended movement message to the server
|
||
|
if active == 1 then we are 1) not playing back demos ( where our commands are ignored ) and
|
||
|
2 ) we have finished signing on to server
|
||
|
================
|
||
|
*/
|
||
|
|
||
|
void CInput::ExtraMouseSample( float frametime, bool active )
|
||
|
{
|
||
|
CUserCmd dummy;
|
||
|
CUserCmd *cmd = &dummy;
|
||
|
|
||
|
cmd->Reset();
|
||
|
|
||
|
|
||
|
QAngle viewangles;
|
||
|
engine->GetViewAngles( viewangles );
|
||
|
QAngle originalViewangles = viewangles;
|
||
|
|
||
|
if ( active )
|
||
|
{
|
||
|
// Determine view angles
|
||
|
AdjustAngles ( frametime );
|
||
|
|
||
|
// Determine sideways movement
|
||
|
ComputeSideMove( cmd );
|
||
|
|
||
|
// Determine vertical movement
|
||
|
ComputeUpwardMove( cmd );
|
||
|
|
||
|
// Determine forward movement
|
||
|
ComputeForwardMove( cmd );
|
||
|
|
||
|
// Scale based on holding speed key or having too fast of a velocity based on client maximum
|
||
|
// speed.
|
||
|
ScaleMovements( cmd );
|
||
|
|
||
|
// Allow mice and other controllers to add their inputs
|
||
|
ControllerMove( frametime, cmd );
|
||
|
#ifdef SIXENSE
|
||
|
g_pSixenseInput->SixenseFrame( frametime, cmd );
|
||
|
|
||
|
if( g_pSixenseInput->IsEnabled() )
|
||
|
{
|
||
|
g_pSixenseInput->SetView( frametime, cmd );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
|
||
|
engine->GetViewAngles( viewangles );
|
||
|
|
||
|
// Set button and flag bits, don't blow away state
|
||
|
#ifdef SIXENSE
|
||
|
if( g_pSixenseInput->IsEnabled() )
|
||
|
{
|
||
|
// Some buttons were set in SixenseUpdateKeys, so or in any real keypresses
|
||
|
cmd->buttons |= GetButtonBits( 0 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cmd->buttons = GetButtonBits( 0 );
|
||
|
}
|
||
|
#else
|
||
|
cmd->buttons = GetButtonBits( 0 );
|
||
|
#endif
|
||
|
|
||
|
// Use new view angles if alive, otherwise user last angles we stored off.
|
||
|
if ( g_iAlive )
|
||
|
{
|
||
|
VectorCopy( viewangles, cmd->viewangles );
|
||
|
VectorCopy( viewangles, m_angPreviousViewAngles );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy( m_angPreviousViewAngles, cmd->viewangles );
|
||
|
}
|
||
|
|
||
|
// Let the move manager override anything it wants to.
|
||
|
if ( g_pClientMode->CreateMove( frametime, cmd ) )
|
||
|
{
|
||
|
// Get current view angles after the client mode tweaks with it
|
||
|
engine->SetViewAngles( cmd->viewangles );
|
||
|
prediction->SetLocalViewAngles( cmd->viewangles );
|
||
|
}
|
||
|
|
||
|
// Let the headtracker override the view at the very end of the process so
|
||
|
// that vehicles and other stuff in g_pClientMode->CreateMove can override
|
||
|
// first
|
||
|
if ( active && UseVR() )
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if( pPlayer && !pPlayer->GetVehicle() )
|
||
|
{
|
||
|
QAngle curViewangles, newViewangles;
|
||
|
Vector curMotion, newMotion;
|
||
|
engine->GetViewAngles( curViewangles );
|
||
|
curMotion.Init (
|
||
|
cmd->forwardmove,
|
||
|
cmd->sidemove,
|
||
|
cmd->upmove );
|
||
|
g_ClientVirtualReality.OverridePlayerMotion ( frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion );
|
||
|
engine->SetViewAngles( newViewangles );
|
||
|
cmd->forwardmove = newMotion[0];
|
||
|
cmd->sidemove = newMotion[1];
|
||
|
cmd->upmove = newMotion[2];
|
||
|
|
||
|
cmd->viewangles = newViewangles;
|
||
|
prediction->SetLocalViewAngles( cmd->viewangles );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
|
||
|
{
|
||
|
CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
|
||
|
CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ];
|
||
|
|
||
|
cmd->Reset();
|
||
|
|
||
|
cmd->command_number = sequence_number;
|
||
|
cmd->tick_count = gpGlobals->tickcount;
|
||
|
|
||
|
QAngle viewangles;
|
||
|
engine->GetViewAngles( viewangles );
|
||
|
QAngle originalViewangles = viewangles;
|
||
|
|
||
|
if ( active || sv_noclipduringpause.GetInt() )
|
||
|
{
|
||
|
// Determine view angles
|
||
|
AdjustAngles ( input_sample_frametime );
|
||
|
|
||
|
// Determine sideways movement
|
||
|
ComputeSideMove( cmd );
|
||
|
|
||
|
// Determine vertical movement
|
||
|
ComputeUpwardMove( cmd );
|
||
|
|
||
|
// Determine forward movement
|
||
|
ComputeForwardMove( cmd );
|
||
|
|
||
|
// Scale based on holding speed key or having too fast of a velocity based on client maximum
|
||
|
// speed.
|
||
|
ScaleMovements( cmd );
|
||
|
|
||
|
// Allow mice and other controllers to add their inputs
|
||
|
ControllerMove( input_sample_frametime, cmd );
|
||
|
#ifdef SIXENSE
|
||
|
g_pSixenseInput->SixenseFrame( input_sample_frametime, cmd );
|
||
|
|
||
|
if( g_pSixenseInput->IsEnabled() )
|
||
|
{
|
||
|
g_pSixenseInput->SetView( input_sample_frametime, cmd );
|
||
|
}
|
||
|
#endif
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// need to run and reset mouse input so that there is no view pop when unpausing
|
||
|
if ( !m_fCameraInterceptingMouse && m_fMouseActive )
|
||
|
{
|
||
|
float mx, my;
|
||
|
GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my );
|
||
|
ResetMouse();
|
||
|
}
|
||
|
}
|
||
|
// Retreive view angles from engine ( could have been set in IN_AdjustAngles above )
|
||
|
engine->GetViewAngles( viewangles );
|
||
|
|
||
|
// Latch and clear impulse
|
||
|
cmd->impulse = in_impulse;
|
||
|
in_impulse = 0;
|
||
|
|
||
|
// Latch and clear weapon selection
|
||
|
if ( m_hSelectedWeapon != NULL )
|
||
|
{
|
||
|
C_BaseCombatWeapon *weapon = m_hSelectedWeapon;
|
||
|
|
||
|
cmd->weaponselect = weapon->entindex();
|
||
|
cmd->weaponsubtype = weapon->GetSubType();
|
||
|
|
||
|
// Always clear weapon selection
|
||
|
m_hSelectedWeapon = NULL;
|
||
|
}
|
||
|
|
||
|
// Set button and flag bits
|
||
|
#ifdef SIXENSE
|
||
|
if( g_pSixenseInput->IsEnabled() )
|
||
|
{
|
||
|
// Some buttons were set in SixenseUpdateKeys, so or in any real keypresses
|
||
|
cmd->buttons |= GetButtonBits( 1 );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
cmd->buttons = GetButtonBits( 1 );
|
||
|
}
|
||
|
#else
|
||
|
// Set button and flag bits
|
||
|
cmd->buttons = GetButtonBits( 1 );
|
||
|
#endif
|
||
|
|
||
|
// Using joystick?
|
||
|
#ifdef SIXENSE
|
||
|
if ( in_joystick.GetInt() || g_pSixenseInput->IsEnabled() )
|
||
|
#else
|
||
|
if ( in_joystick.GetInt() )
|
||
|
#endif
|
||
|
{
|
||
|
if ( cmd->forwardmove > 0 )
|
||
|
{
|
||
|
cmd->buttons |= IN_FORWARD;
|
||
|
}
|
||
|
else if ( cmd->forwardmove < 0 )
|
||
|
{
|
||
|
cmd->buttons |= IN_BACK;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Use new view angles if alive, otherwise user last angles we stored off.
|
||
|
if ( g_iAlive )
|
||
|
{
|
||
|
VectorCopy( viewangles, cmd->viewangles );
|
||
|
VectorCopy( viewangles, m_angPreviousViewAngles );
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
VectorCopy( m_angPreviousViewAngles, cmd->viewangles );
|
||
|
}
|
||
|
|
||
|
// Let the move manager override anything it wants to.
|
||
|
if ( g_pClientMode->CreateMove( input_sample_frametime, cmd ) )
|
||
|
{
|
||
|
// Get current view angles after the client mode tweaks with it
|
||
|
#ifdef SIXENSE
|
||
|
// Only set the engine angles if sixense is not enabled. It is done in SixenseInput::SetView otherwise.
|
||
|
if( !g_pSixenseInput->IsEnabled() )
|
||
|
{
|
||
|
engine->SetViewAngles( cmd->viewangles );
|
||
|
}
|
||
|
#else
|
||
|
engine->SetViewAngles( cmd->viewangles );
|
||
|
|
||
|
#endif
|
||
|
|
||
|
if ( UseVR() )
|
||
|
{
|
||
|
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
|
||
|
if( pPlayer && !pPlayer->GetVehicle() )
|
||
|
{
|
||
|
QAngle curViewangles, newViewangles;
|
||
|
Vector curMotion, newMotion;
|
||
|
engine->GetViewAngles( curViewangles );
|
||
|
curMotion.Init (
|
||
|
cmd->forwardmove,
|
||
|
cmd->sidemove,
|
||
|
cmd->upmove );
|
||
|
g_ClientVirtualReality.OverridePlayerMotion ( input_sample_frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion );
|
||
|
engine->SetViewAngles( newViewangles );
|
||
|
cmd->forwardmove = newMotion[0];
|
||
|
cmd->sidemove = newMotion[1];
|
||
|
cmd->upmove = newMotion[2];
|
||
|
cmd->viewangles = newViewangles;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Vector vPos;
|
||
|
g_ClientVirtualReality.GetTorsoRelativeAim( &vPos, &cmd->viewangles );
|
||
|
engine->SetViewAngles( cmd->viewangles );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
m_flLastForwardMove = cmd->forwardmove;
|
||
|
|
||
|
cmd->random_seed = MD5_PseudoRandom( sequence_number ) & 0x7fffffff;
|
||
|
|
||
|
HLTVCamera()->CreateMove( cmd );
|
||
|
#if defined( REPLAY_ENABLED )
|
||
|
ReplayCamera()->CreateMove( cmd );
|
||
|
#endif
|
||
|
|
||
|
#if defined( HL2_CLIENT_DLL )
|
||
|
// copy backchannel data
|
||
|
int i;
|
||
|
for (i = 0; i < m_EntityGroundContact.Count(); i++)
|
||
|
{
|
||
|
cmd->entitygroundcontact.AddToTail( m_EntityGroundContact[i] );
|
||
|
}
|
||
|
m_EntityGroundContact.RemoveAll();
|
||
|
#endif
|
||
|
|
||
|
pVerified->m_cmd = *cmd;
|
||
|
pVerified->m_crc = cmd->GetChecksum();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : buf -
|
||
|
// buffersize -
|
||
|
// slot -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInput::EncodeUserCmdToBuffer( bf_write& buf, int sequence_number )
|
||
|
{
|
||
|
CUserCmd nullcmd;
|
||
|
CUserCmd *cmd = GetUserCmd( sequence_number);
|
||
|
|
||
|
WriteUsercmd( &buf, cmd, &nullcmd );
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : buf -
|
||
|
// buffersize -
|
||
|
// slot -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInput::DecodeUserCmdFromBuffer( bf_read& buf, int sequence_number )
|
||
|
{
|
||
|
CUserCmd nullcmd;
|
||
|
CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP];
|
||
|
|
||
|
ReadUsercmd( &buf, cmd, &nullcmd );
|
||
|
}
|
||
|
|
||
|
void CInput::ValidateUserCmd( CUserCmd *usercmd, int sequence_number )
|
||
|
{
|
||
|
// Validate that the usercmd hasn't been changed
|
||
|
CRC32_t crc = usercmd->GetChecksum();
|
||
|
if ( crc != m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ].m_crc )
|
||
|
{
|
||
|
*usercmd = m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ].m_cmd;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : *buf -
|
||
|
// from -
|
||
|
// to -
|
||
|
//-----------------------------------------------------------------------------
|
||
|
bool CInput::WriteUsercmdDeltaToBuffer( bf_write *buf, int from, int to, bool isnewcommand )
|
||
|
{
|
||
|
Assert( m_pCommands );
|
||
|
|
||
|
CUserCmd nullcmd;
|
||
|
|
||
|
CUserCmd *f, *t;
|
||
|
|
||
|
int startbit = buf->GetNumBitsWritten();
|
||
|
|
||
|
if ( from == -1 )
|
||
|
{
|
||
|
f = &nullcmd;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
f = GetUserCmd( from );
|
||
|
|
||
|
if ( !f )
|
||
|
{
|
||
|
// DevMsg( "WARNING! User command delta too old (from %i, to %i)\n", from, to );
|
||
|
f = &nullcmd;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ValidateUserCmd( f, from );
|
||
|
}
|
||
|
}
|
||
|
|
||
|
t = GetUserCmd( to );
|
||
|
|
||
|
if ( !t )
|
||
|
{
|
||
|
// DevMsg( "WARNING! User command too old (from %i, to %i)\n", from, to );
|
||
|
t = &nullcmd;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ValidateUserCmd( t, to );
|
||
|
}
|
||
|
|
||
|
// Write it into the buffer
|
||
|
WriteUsercmd( buf, t, f );
|
||
|
|
||
|
if ( buf->IsOverflowed() )
|
||
|
{
|
||
|
int endbit = buf->GetNumBitsWritten();
|
||
|
|
||
|
Msg( "WARNING! User command buffer overflow(%i %i), last cmd was %i bits long\n",
|
||
|
from, to, endbit - startbit );
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : slot -
|
||
|
// Output : CUserCmd
|
||
|
//-----------------------------------------------------------------------------
|
||
|
CUserCmd *CInput::GetUserCmd( int sequence_number )
|
||
|
{
|
||
|
Assert( m_pCommands );
|
||
|
|
||
|
CUserCmd *usercmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
|
||
|
|
||
|
if ( usercmd->command_number != sequence_number )
|
||
|
{
|
||
|
return NULL; // usercmd was overwritten by newer command
|
||
|
}
|
||
|
|
||
|
return usercmd;
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Input : bits -
|
||
|
// in_button -
|
||
|
// in_ignore -
|
||
|
// *button -
|
||
|
// reset -
|
||
|
// Output : static void
|
||
|
//-----------------------------------------------------------------------------
|
||
|
static void CalcButtonBits( int& bits, int in_button, int in_ignore, kbutton_t *button, bool reset )
|
||
|
{
|
||
|
// Down or still down?
|
||
|
if ( button->state & 3 )
|
||
|
{
|
||
|
bits |= in_button;
|
||
|
}
|
||
|
|
||
|
int clearmask = ~2;
|
||
|
if ( in_ignore & in_button )
|
||
|
{
|
||
|
// This gets taken care of below in the GetButtonBits code
|
||
|
//bits &= ~in_button;
|
||
|
// Remove "still down" as well as "just down"
|
||
|
clearmask = ~3;
|
||
|
}
|
||
|
|
||
|
if ( reset )
|
||
|
{
|
||
|
button->state &= clearmask;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
GetButtonBits
|
||
|
|
||
|
Returns appropriate button info for keyboard and mouse state
|
||
|
Set bResetState to 1 to clear old state info
|
||
|
============
|
||
|
*/
|
||
|
int CInput::GetButtonBits( int bResetState )
|
||
|
{
|
||
|
int bits = 0;
|
||
|
|
||
|
CalcButtonBits( bits, IN_SPEED, s_ClearInputState, &in_speed, bResetState );
|
||
|
CalcButtonBits( bits, IN_WALK, s_ClearInputState, &in_walk, bResetState );
|
||
|
CalcButtonBits( bits, IN_ATTACK, s_ClearInputState, &in_attack, bResetState );
|
||
|
CalcButtonBits( bits, IN_DUCK, s_ClearInputState, &in_duck, bResetState );
|
||
|
CalcButtonBits( bits, IN_JUMP, s_ClearInputState, &in_jump, bResetState );
|
||
|
CalcButtonBits( bits, IN_FORWARD, s_ClearInputState, &in_forward, bResetState );
|
||
|
CalcButtonBits( bits, IN_BACK, s_ClearInputState, &in_back, bResetState );
|
||
|
CalcButtonBits( bits, IN_USE, s_ClearInputState, &in_use, bResetState );
|
||
|
CalcButtonBits( bits, IN_LEFT, s_ClearInputState, &in_left, bResetState );
|
||
|
CalcButtonBits( bits, IN_RIGHT, s_ClearInputState, &in_right, bResetState );
|
||
|
CalcButtonBits( bits, IN_MOVELEFT, s_ClearInputState, &in_moveleft, bResetState );
|
||
|
CalcButtonBits( bits, IN_MOVERIGHT, s_ClearInputState, &in_moveright, bResetState );
|
||
|
CalcButtonBits( bits, IN_ATTACK2, s_ClearInputState, &in_attack2, bResetState );
|
||
|
CalcButtonBits( bits, IN_RELOAD, s_ClearInputState, &in_reload, bResetState );
|
||
|
CalcButtonBits( bits, IN_ALT1, s_ClearInputState, &in_alt1, bResetState );
|
||
|
CalcButtonBits( bits, IN_ALT2, s_ClearInputState, &in_alt2, bResetState );
|
||
|
CalcButtonBits( bits, IN_SCORE, s_ClearInputState, &in_score, bResetState );
|
||
|
CalcButtonBits( bits, IN_ZOOM, s_ClearInputState, &in_zoom, bResetState );
|
||
|
CalcButtonBits( bits, IN_GRENADE1, s_ClearInputState, &in_grenade1, bResetState );
|
||
|
CalcButtonBits( bits, IN_GRENADE2, s_ClearInputState, &in_grenade2, bResetState );
|
||
|
CalcButtonBits( bits, IN_ATTACK3, s_ClearInputState, &in_attack3, bResetState );
|
||
|
|
||
|
if ( KeyState(&in_ducktoggle) )
|
||
|
{
|
||
|
bits |= IN_DUCK;
|
||
|
}
|
||
|
|
||
|
// Cancel is a special flag
|
||
|
if (in_cancel)
|
||
|
{
|
||
|
bits |= IN_CANCEL;
|
||
|
}
|
||
|
|
||
|
if ( gHUD.m_iKeyBits & IN_WEAPON1 )
|
||
|
{
|
||
|
bits |= IN_WEAPON1;
|
||
|
}
|
||
|
|
||
|
if ( gHUD.m_iKeyBits & IN_WEAPON2 )
|
||
|
{
|
||
|
bits |= IN_WEAPON2;
|
||
|
}
|
||
|
|
||
|
// Clear out any residual
|
||
|
bits &= ~s_ClearInputState;
|
||
|
|
||
|
if ( bResetState )
|
||
|
{
|
||
|
s_ClearInputState = 0;
|
||
|
}
|
||
|
|
||
|
return bits;
|
||
|
}
|
||
|
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Causes an input to have to be re-pressed to become active
|
||
|
//-----------------------------------------------------------------------------
|
||
|
void CInput::ClearInputButton( int bits )
|
||
|
{
|
||
|
s_ClearInputState |= bits;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============================
|
||
|
GetLookSpring
|
||
|
|
||
|
==============================
|
||
|
*/
|
||
|
float CInput::GetLookSpring( void )
|
||
|
{
|
||
|
return lookspring.GetInt();
|
||
|
}
|
||
|
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose:
|
||
|
// Output : float
|
||
|
//-----------------------------------------------------------------------------
|
||
|
float CInput::GetLastForwardMove( void )
|
||
|
{
|
||
|
return m_flLastForwardMove;
|
||
|
}
|
||
|
|
||
|
|
||
|
#if defined( HL2_CLIENT_DLL )
|
||
|
//-----------------------------------------------------------------------------
|
||
|
// Purpose: back channel contact info for ground contact
|
||
|
// Output :
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
void CInput::AddIKGroundContactInfo( int entindex, float minheight, float maxheight )
|
||
|
{
|
||
|
CEntityGroundContact data;
|
||
|
data.entindex = entindex;
|
||
|
data.minheight = minheight;
|
||
|
data.maxheight = maxheight;
|
||
|
|
||
|
if (m_EntityGroundContact.Count() >= MAX_EDICTS)
|
||
|
{
|
||
|
// some overflow here, probably bogus anyway
|
||
|
Assert(0);
|
||
|
m_EntityGroundContact.RemoveAll();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
m_EntityGroundContact.AddToTail( data );
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
|
||
|
static ConCommand startcommandermousemove("+commandermousemove", IN_CommanderMouseMoveDown);
|
||
|
static ConCommand endcommandermousemove("-commandermousemove", IN_CommanderMouseMoveUp);
|
||
|
static ConCommand startmoveup("+moveup",IN_UpDown);
|
||
|
static ConCommand endmoveup("-moveup",IN_UpUp);
|
||
|
static ConCommand startmovedown("+movedown",IN_DownDown);
|
||
|
static ConCommand endmovedown("-movedown",IN_DownUp);
|
||
|
static ConCommand startleft("+left",IN_LeftDown);
|
||
|
static ConCommand endleft("-left",IN_LeftUp);
|
||
|
static ConCommand startright("+right",IN_RightDown);
|
||
|
static ConCommand endright("-right",IN_RightUp);
|
||
|
static ConCommand startforward("+forward",IN_ForwardDown);
|
||
|
static ConCommand endforward("-forward",IN_ForwardUp);
|
||
|
static ConCommand startback("+back",IN_BackDown);
|
||
|
static ConCommand endback("-back",IN_BackUp);
|
||
|
static ConCommand startlookup("+lookup", IN_LookupDown);
|
||
|
static ConCommand endlookup("-lookup", IN_LookupUp);
|
||
|
static ConCommand startlookdown("+lookdown", IN_LookdownDown);
|
||
|
static ConCommand lookdown("-lookdown", IN_LookdownUp);
|
||
|
static ConCommand startstrafe("+strafe", IN_StrafeDown);
|
||
|
static ConCommand endstrafe("-strafe", IN_StrafeUp);
|
||
|
static ConCommand startmoveleft("+moveleft", IN_MoveleftDown);
|
||
|
static ConCommand endmoveleft("-moveleft", IN_MoveleftUp);
|
||
|
static ConCommand startmoveright("+moveright", IN_MoverightDown);
|
||
|
static ConCommand endmoveright("-moveright", IN_MoverightUp);
|
||
|
static ConCommand startspeed("+speed", IN_SpeedDown);
|
||
|
static ConCommand endspeed("-speed", IN_SpeedUp);
|
||
|
static ConCommand startwalk("+walk", IN_WalkDown);
|
||
|
static ConCommand endwalk("-walk", IN_WalkUp);
|
||
|
static ConCommand startattack("+attack", IN_AttackDown);
|
||
|
static ConCommand endattack("-attack", IN_AttackUp);
|
||
|
static ConCommand startattack2("+attack2", IN_Attack2Down);
|
||
|
static ConCommand endattack2("-attack2", IN_Attack2Up);
|
||
|
static ConCommand startuse("+use", IN_UseDown);
|
||
|
static ConCommand enduse("-use", IN_UseUp);
|
||
|
static ConCommand startjump("+jump", IN_JumpDown);
|
||
|
static ConCommand endjump("-jump", IN_JumpUp);
|
||
|
static ConCommand impulse("impulse", IN_Impulse);
|
||
|
static ConCommand startklook("+klook", IN_KLookDown);
|
||
|
static ConCommand endklook("-klook", IN_KLookUp);
|
||
|
static ConCommand startjlook("+jlook", IN_JLookDown);
|
||
|
static ConCommand endjlook("-jlook", IN_JLookUp);
|
||
|
static ConCommand startduck("+duck", IN_DuckDown);
|
||
|
static ConCommand endduck("-duck", IN_DuckUp);
|
||
|
static ConCommand startreload("+reload", IN_ReloadDown);
|
||
|
static ConCommand endreload("-reload", IN_ReloadUp);
|
||
|
static ConCommand startalt1("+alt1", IN_Alt1Down);
|
||
|
static ConCommand endalt1("-alt1", IN_Alt1Up);
|
||
|
static ConCommand startalt2("+alt2", IN_Alt2Down);
|
||
|
static ConCommand endalt2("-alt2", IN_Alt2Up);
|
||
|
static ConCommand startscore("+score", IN_ScoreDown);
|
||
|
static ConCommand endscore("-score", IN_ScoreUp);
|
||
|
static ConCommand startshowscores("+showscores", IN_ScoreDown);
|
||
|
static ConCommand endshowscores("-showscores", IN_ScoreUp);
|
||
|
static ConCommand startgraph("+graph", IN_GraphDown);
|
||
|
static ConCommand endgraph("-graph", IN_GraphUp);
|
||
|
static ConCommand startbreak("+break",IN_BreakDown);
|
||
|
static ConCommand endbreak("-break",IN_BreakUp);
|
||
|
static ConCommand force_centerview("force_centerview", IN_CenterView_f);
|
||
|
static ConCommand joyadvancedupdate("joyadvancedupdate", IN_Joystick_Advanced_f, "", FCVAR_CLIENTCMD_CAN_EXECUTE);
|
||
|
static ConCommand startzoom("+zoom", IN_ZoomDown);
|
||
|
static ConCommand endzoom("-zoom", IN_ZoomUp);
|
||
|
static ConCommand endgrenade1( "-grenade1", IN_Grenade1Up );
|
||
|
static ConCommand startgrenade1( "+grenade1", IN_Grenade1Down );
|
||
|
static ConCommand endgrenade2( "-grenade2", IN_Grenade2Up );
|
||
|
static ConCommand startgrenade2( "+grenade2", IN_Grenade2Down );
|
||
|
static ConCommand startattack3("+attack3", IN_Attack3Down);
|
||
|
static ConCommand endattack3("-attack3", IN_Attack3Up);
|
||
|
|
||
|
#ifdef TF_CLIENT_DLL
|
||
|
static ConCommand toggle_duck( "toggle_duck", IN_DuckToggle );
|
||
|
#endif
|
||
|
|
||
|
// Xbox 360 stub commands
|
||
|
static ConCommand xboxmove("xmove", IN_XboxStub);
|
||
|
static ConCommand xboxlook("xlook", IN_XboxStub);
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Init_All
|
||
|
============
|
||
|
*/
|
||
|
void CInput::Init_All (void)
|
||
|
{
|
||
|
Assert( !m_pCommands );
|
||
|
m_pCommands = new CUserCmd[ MULTIPLAYER_BACKUP ];
|
||
|
m_pVerifiedCommands = new CVerifiedUserCmd[ MULTIPLAYER_BACKUP ];
|
||
|
|
||
|
m_fMouseInitialized = false;
|
||
|
m_fRestoreSPI = false;
|
||
|
m_fMouseActive = false;
|
||
|
Q_memset( m_rgOrigMouseParms, 0, sizeof( m_rgOrigMouseParms ) );
|
||
|
Q_memset( m_rgNewMouseParms, 0, sizeof( m_rgNewMouseParms ) );
|
||
|
Q_memset( m_rgCheckMouseParam, 0, sizeof( m_rgCheckMouseParam ) );
|
||
|
|
||
|
m_rgNewMouseParms[ MOUSE_ACCEL_THRESHHOLD1 ] = 0; // no 2x
|
||
|
m_rgNewMouseParms[ MOUSE_ACCEL_THRESHHOLD2 ] = 0; // no 4x
|
||
|
m_rgNewMouseParms[ MOUSE_SPEED_FACTOR ] = 1; // 0 = disabled, 1 = threshold 1 enabled, 2 = threshold 2 enabled
|
||
|
|
||
|
m_fMouseParmsValid = false;
|
||
|
m_fJoystickAdvancedInit = false;
|
||
|
m_fHadJoysticks = false;
|
||
|
m_flLastForwardMove = 0.0;
|
||
|
|
||
|
// Make sure this is activated now so steam controller stuff works
|
||
|
ClientSteamContext().Activate();
|
||
|
|
||
|
// Initialize inputs
|
||
|
if ( IsPC() )
|
||
|
{
|
||
|
Init_Mouse ();
|
||
|
Init_Keyboard();
|
||
|
}
|
||
|
|
||
|
// Initialize third person camera controls.
|
||
|
Init_Camera();
|
||
|
|
||
|
// Initialize steam controller action sets
|
||
|
m_bSteamControllerGameActionsInitialized = InitializeSteamControllerGameActionSets();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
Shutdown_All
|
||
|
============
|
||
|
*/
|
||
|
void CInput::Shutdown_All(void)
|
||
|
{
|
||
|
DeactivateMouse();
|
||
|
Shutdown_Keyboard();
|
||
|
|
||
|
delete[] m_pCommands;
|
||
|
m_pCommands = NULL;
|
||
|
|
||
|
delete[] m_pVerifiedCommands;
|
||
|
m_pVerifiedCommands = NULL;
|
||
|
}
|
||
|
|
||
|
void CInput::LevelInit( void )
|
||
|
{
|
||
|
#if defined( HL2_CLIENT_DLL )
|
||
|
// Remove any IK information
|
||
|
m_EntityGroundContact.RemoveAll();
|
||
|
#endif
|
||
|
}
|
||
|
|