void KeyDown (kbutton_t *b)
{
- int k;
- char *c;
+ int k;
+ const char *c;
c = Cmd_Argv(1);
if (c[0])
if (k == b->down[0] || k == b->down[1])
return; // repeating key
-
+
if (!b->down[0])
b->down[0] = k;
else if (!b->down[1])
Con_Printf ("Three keys down for a button!\n");
return;
}
-
+
if (b->state & 1)
return; // still down
b->state |= 1 + 2; // down + impulse down
void KeyUp (kbutton_t *b)
{
- int k;
- char *c;
-
+ int k;
+ const char *c;
+
c = Cmd_Argv(1);
if (c[0])
k = atoi(c);
void IN_KLookDown (void) {KeyDown(&in_klook);}
void IN_KLookUp (void) {KeyUp(&in_klook);}
void IN_MLookDown (void) {KeyDown(&in_mlook);}
-void IN_MLookUp (void) {
-KeyUp(&in_mlook);
-if ( !(in_mlook.state&1) && lookspring.value)
- V_StartPitchDrift();
+void IN_MLookUp (void)
+{
+ KeyUp(&in_mlook);
+ if ( !(in_mlook.state&1) && lookspring.value)
+ V_StartPitchDrift();
}
void IN_UpDown(void) {KeyDown(&in_up);}
void IN_UpUp(void) {KeyUp(&in_up);}
void IN_AttackUp(void) {KeyUp(&in_attack);}
// LordHavoc: added 6 new buttons
-void IN_Button3Down(void) {KeyDown(&in_button3);} void IN_Button3Up(void) {KeyUp(&in_button3);}
-void IN_Button4Down(void) {KeyDown(&in_button4);} void IN_Button4Up(void) {KeyUp(&in_button4);}
-void IN_Button5Down(void) {KeyDown(&in_button5);} void IN_Button5Up(void) {KeyUp(&in_button5);}
-void IN_Button6Down(void) {KeyDown(&in_button6);} void IN_Button6Up(void) {KeyUp(&in_button6);}
-void IN_Button7Down(void) {KeyDown(&in_button7);} void IN_Button7Up(void) {KeyUp(&in_button7);}
-void IN_Button8Down(void) {KeyDown(&in_button8);} void IN_Button8Up(void) {KeyUp(&in_button8);}
+void IN_Button3Down(void) {KeyDown(&in_button3);}
+void IN_Button3Up(void) {KeyUp(&in_button3);}
+void IN_Button4Down(void) {KeyDown(&in_button4);}
+void IN_Button4Up(void) {KeyUp(&in_button4);}
+void IN_Button5Down(void) {KeyDown(&in_button5);}
+void IN_Button5Up(void) {KeyUp(&in_button5);}
+void IN_Button6Down(void) {KeyDown(&in_button6);}
+void IN_Button6Up(void) {KeyUp(&in_button6);}
+void IN_Button7Down(void) {KeyDown(&in_button7);}
+void IN_Button7Up(void) {KeyUp(&in_button7);}
+void IN_Button8Down(void) {KeyDown(&in_button8);}
+void IN_Button8Up(void) {KeyUp(&in_button8);}
void IN_UseDown (void) {KeyDown(&in_use);}
void IN_UseUp (void) {KeyUp(&in_use);}
//==========================================================================
-cvar_t cl_upspeed = {"cl_upspeed","200"};
-cvar_t cl_forwardspeed = {"cl_forwardspeed","200", true};
-cvar_t cl_backspeed = {"cl_backspeed","200", true};
-cvar_t cl_sidespeed = {"cl_sidespeed","350"};
+cvar_t cl_upspeed = {CVAR_SAVE, "cl_upspeed","400"};
+cvar_t cl_forwardspeed = {CVAR_SAVE, "cl_forwardspeed","400"};
+cvar_t cl_backspeed = {CVAR_SAVE, "cl_backspeed","400"};
+cvar_t cl_sidespeed = {CVAR_SAVE, "cl_sidespeed","350"};
-cvar_t cl_movespeedkey = {"cl_movespeedkey","2.0"};
+cvar_t cl_movespeedkey = {CVAR_SAVE, "cl_movespeedkey","2.0"};
-cvar_t cl_yawspeed = {"cl_yawspeed","140"};
-cvar_t cl_pitchspeed = {"cl_pitchspeed","150"};
+cvar_t cl_yawspeed = {CVAR_SAVE, "cl_yawspeed","140"};
+cvar_t cl_pitchspeed = {CVAR_SAVE, "cl_pitchspeed","150"};
-cvar_t cl_anglespeedkey = {"cl_anglespeedkey","1.5"};
+cvar_t cl_anglespeedkey = {CVAR_SAVE, "cl_anglespeedkey","1.5"};
/*
{
float speed;
float up, down;
-
+
if (in_speed.state & 1)
speed = cl.frametime * cl_anglespeedkey.value;
else
{
cl.viewangles[YAW] -= speed*cl_yawspeed.value*CL_KeyState (&in_right);
cl.viewangles[YAW] += speed*cl_yawspeed.value*CL_KeyState (&in_left);
- cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
}
if (in_klook.state & 1)
{
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * CL_KeyState (&in_forward);
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * CL_KeyState (&in_back);
}
-
+
up = CL_KeyState (&in_lookup);
down = CL_KeyState(&in_lookdown);
-
+
cl.viewangles[PITCH] -= speed*cl_pitchspeed.value * up;
cl.viewangles[PITCH] += speed*cl_pitchspeed.value * down;
if (up || down)
V_StopPitchDrift ();
- // LordHavoc: changed from 80 to 90 (straight up)
- if (cl.viewangles[PITCH] > 90)
- cl.viewangles[PITCH] = 90;
- // LordHavoc: changed from -70 to -90 (straight down)
- if (cl.viewangles[PITCH] < -90)
- cl.viewangles[PITCH] = -90;
-
- if (cl.viewangles[ROLL] > 50)
- cl.viewangles[ROLL] = 50;
- if (cl.viewangles[ROLL] < -50)
- cl.viewangles[ROLL] = -50;
-
+ cl.viewangles[YAW] = ANGLEMOD(cl.viewangles[YAW]);
+ cl.viewangles[PITCH] = ANGLEMOD(cl.viewangles[PITCH]);
+ cl.viewangles[ROLL] = ANGLEMOD(cl.viewangles[ROLL]);
+ if (cl.viewangles[YAW] >= 180)
+ cl.viewangles[YAW] -= 360;
+ if (cl.viewangles[PITCH] >= 180)
+ cl.viewangles[PITCH] -= 360;
+ if (cl.viewangles[ROLL] >= 180)
+ cl.viewangles[ROLL] -= 360;
+
+ cl.viewangles[PITCH] = bound (in_pitch_min.value, cl.viewangles[PITCH], in_pitch_max.value);
+ cl.viewangles[ROLL] = bound(-50, cl.viewangles[ROLL], 50);
}
/*
int i;
int bits;
sizebuf_t buf;
- byte data[128];
+ qbyte data[128];
static double lastmovetime;
static float forwardmove, sidemove, upmove, total; // accumulation
buf.maxsize = 128;
buf.cursize = 0;
buf.data = data;
-
+
cl.cmd = *cmd;
//
MSG_WriteFloat (&buf, cl.mtime[0]); // so server can get ping times
- if (dpprotocol)
+ if (dpprotocol == DPPROTOCOL_VERSION2 || dpprotocol == DPPROTOCOL_VERSION3)
+ {
+ for (i = 0;i < 3;i++)
+ MSG_WriteFloat (&buf, cl.viewangles[i]);
+ }
+ else if (dpprotocol == DPPROTOCOL_VERSION1)
{
for (i=0 ; i<3 ; i++)
MSG_WritePreciseAngle (&buf, cl.viewangles[i]);
for (i=0 ; i<3 ; i++)
MSG_WriteAngle (&buf, cl.viewangles[i]);
}
-
+
MSG_WriteShort (&buf, forwardmove);
MSG_WriteShort (&buf, sidemove);
MSG_WriteShort (&buf, upmove);
// send button bits
//
bits = 0;
-
+
if ( in_attack.state & 3 )
bits |= 1;
in_attack.state &= ~2;
-
+
if (in_jump.state & 3)
bits |= 2;
in_jump.state &= ~2;
if (in_button6.state & 3) bits |= 32;in_button6.state &= ~2;
if (in_button7.state & 3) bits |= 64;in_button7.state &= ~2;
if (in_button8.state & 3) bits |= 128;in_button8.state &= ~2;
-
+
MSG_WriteByte (&buf, bits);
MSG_WriteByte (&buf, in_impulse);
in_impulse = 0;
+ // LordHavoc: should we ack this on receipt instead? would waste net bandwidth though
+ i = EntityFrame_MostRecentlyRecievedFrameNum(&cl.entitydatabase);
+ if (i > 0)
+ {
+ MSG_WriteByte (&buf, clc_ackentities);
+ MSG_WriteLong (&buf, i);
+ }
+
//
// deliver the message
//
Cmd_AddCommand ("+button8", IN_Button8Down);
Cmd_AddCommand ("-button8", IN_Button8Up);
}
+