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@ -78,6 +78,14 @@ cvar_t *cl_yawspeed;
@@ -78,6 +78,14 @@ cvar_t *cl_yawspeed;
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cvar_t *cl_pitchspeed; |
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cvar_t *cl_anglespeedkey; |
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cvar_t *cl_vsmoothing; |
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cvar_t *cl_autojump; |
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extern "C" |
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{ |
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int g_onground = false; |
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int g_inwater = false; |
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int g_walking = true; // Movetype == MOVETYPE_WALK. Filters out noclip, being on ladder, etc.
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} |
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/*
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=============================================================================== |
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@ -873,6 +881,25 @@ void DLLEXPORT CL_CreateMove( float frametime, struct usercmd_s *cmd, int active
@@ -873,6 +881,25 @@ void DLLEXPORT CL_CreateMove( float frametime, struct usercmd_s *cmd, int active
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//
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cmd->buttons = CL_ButtonBits( 1 ); |
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{ |
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static bool s_jump_was_down_last_frame = false; |
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if( cl_autojump->value != 0.0f ) |
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{ |
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bool should_release_jump = ( !g_onground && !g_inwater && g_walking ); |
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/*
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* Spam pressing and releasing jump if we're stuck in a spot where jumping still results in |
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* being onground in the end of the frame. Without this check, +jump would remain held and |
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* when the player exits this spot they would have to release and press the jump button to |
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* start jumping again. This also helps with exiting water or ladder right onto the ground. |
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*/ |
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if( s_jump_was_down_last_frame && g_onground && !g_inwater && g_walking ) |
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should_release_jump = true; |
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if( should_release_jump ) |
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cmd->buttons &= ~IN_JUMP; |
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} |
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s_jump_was_down_last_frame = ( ( cmd->buttons & IN_JUMP ) != 0 ); |
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} |
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// Using joystick?
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if( in_joystick->value ) |
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{ |
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@ -1127,6 +1154,7 @@ void InitInput( void )
@@ -1127,6 +1154,7 @@ void InitInput( void )
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cl_pitchdown = gEngfuncs.pfnRegisterVariable( "cl_pitchdown", "89", 0 ); |
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cl_vsmoothing = gEngfuncs.pfnRegisterVariable( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE ); |
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cl_autojump = gEngfuncs.pfnRegisterVariable( "cl_autojump", "1", FCVAR_ARCHIVE ); |
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m_pitch = gEngfuncs.pfnRegisterVariable( "m_pitch","0.022", FCVAR_ARCHIVE ); |
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m_yaw = gEngfuncs.pfnRegisterVariable( "m_yaw","0.022", FCVAR_ARCHIVE ); |
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