//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============ // // Purpose: // // $NoKeywords: $ //============================================================================= // cl.input.c -- builds an intended movement command to send to the server //xxxxxx Move bob and pitch drifting code here and other stuff from view if needed // Quake is a trademark of Id Software, Inc., (c) 1996 Id Software, Inc. All // rights reserved. #include "hud.h" #include "cl_util.h" #include "camera.h" extern "C" { #include "kbutton.h" } #include "cvardef.h" #include "usercmd.h" #include "const.h" #include "camera.h" //++ BulliT #include "agvariablechecker.h" //-- Martin Webrant #include "in_defs.h" //#include "view.h" #include #include extern "C" { struct kbutton_s DLLEXPORT *KB_Find( const char *name ); void DLLEXPORT CL_CreateMove( float frametime, struct usercmd_s *cmd, int active ); void DLLEXPORT HUD_Shutdown( void ); int DLLEXPORT HUD_Key_Event( int eventcode, int keynum, const char *pszCurrentBinding ); } extern int g_iAlive; extern int g_weaponselect; extern cl_enginefunc_t gEngfuncs; // Defined in pm_math.c extern "C" float anglemod( float a ); void IN_Init( void ); void IN_Move( float frametime, usercmd_t *cmd ); void IN_Shutdown( void ); void V_Init( void ); void VectorAngles( const float *forward, float *angles ); int CL_ButtonBits( int ); // xxx need client dll function to get and clear impuse extern cvar_t *in_joystick; int in_impulse = 0; int in_cancel = 0; cvar_t *m_pitch; cvar_t *m_yaw; cvar_t *m_forward; cvar_t *m_side; cvar_t *lookstrafe; cvar_t *lookspring; cvar_t *cl_pitchup; cvar_t *cl_pitchdown; cvar_t *cl_upspeed; cvar_t *cl_forwardspeed; cvar_t *cl_backspeed; cvar_t *cl_sidespeed; cvar_t *cl_movespeedkey; cvar_t *cl_yawspeed; cvar_t *cl_pitchspeed; cvar_t *cl_anglespeedkey; cvar_t *cl_vsmoothing; cvar_t *cl_autojump; extern "C" { int g_onground = false; int g_inwater = false; int g_walking = true; // Movetype == MOVETYPE_WALK. Filters out noclip, being on ladder, etc. } /* =============================================================================== KEY BUTTONS Continuous button event tracking is complicated by the fact that two different input sources (say, mouse button 1 and the control key) can both press the same button, but the button should only be released when both of the pressing key have been released. When a key event issues a button command (+forward, +attack, etc), it appends its key number as a parameter to the command so it can be matched up with the release. state bit 0 is the current state of the key state bit 1 is edge triggered on the up to down transition state bit 2 is edge triggered on the down to up transition =============================================================================== */ kbutton_t in_mlook; kbutton_t in_klook; kbutton_t in_jlook; kbutton_t in_left; kbutton_t in_right; kbutton_t in_forward; kbutton_t in_back; kbutton_t in_lookup; kbutton_t in_lookdown; kbutton_t in_moveleft; kbutton_t in_moveright; kbutton_t in_strafe; kbutton_t in_speed; kbutton_t in_use; kbutton_t in_jump; kbutton_t in_attack; kbutton_t in_attack2; kbutton_t in_up; kbutton_t in_down; kbutton_t in_duck; kbutton_t in_reload; kbutton_t in_alt1; kbutton_t in_score; kbutton_t in_break; kbutton_t in_graph; // Display the netgraph typedef struct kblist_s { struct kblist_s *next; kbutton_t *pkey; char name[32]; } kblist_t; kblist_t *g_kbkeys = NULL; /* ============ KB_ConvertString Removes references to +use and replaces them with the keyname in the output string. If a binding is unfound, then the original text is retained. NOTE: Only works for text with +word in it. ============ */ int KB_ConvertString( char *in, char **ppout ) { char sz[4096]; char binding[64]; char *p; char *pOut; char *pEnd; const char *pBinding; if( !ppout ) return 0; *ppout = NULL; p = in; pOut = sz; while( *p ) { if( *p == '+' ) { pEnd = binding; while( *p && ( isalnum( *p ) || ( pEnd == binding ) ) && ( ( pEnd - binding ) < 63 ) ) { *pEnd++ = *p++; } *pEnd = '\0'; pBinding = NULL; if( binding[1] != '\0' ) { // See if there is a binding for binding? pBinding = gEngfuncs.Key_LookupBinding( binding + 1 ); } if( pBinding ) { *pOut++ = '['; pEnd = (char *)pBinding; } else { pEnd = binding; } while( *pEnd ) { *pOut++ = *pEnd++; } if( pBinding ) { *pOut++ = ']'; } } else { *pOut++ = *p++; } } *pOut = '\0'; pOut = (char *)malloc( strlen( sz ) + 1 ); strcpy( pOut, sz ); *ppout = pOut; return 1; } /* ============ KB_Find Allows the engine to get a kbutton_t directly ( so it can check +mlook state, etc ) for saving out to .cfg files ============ */ struct kbutton_s DLLEXPORT *KB_Find( const char *name ) { kblist_t *p; p = g_kbkeys; while( p ) { if( !stricmp( name, p->name ) ) return p->pkey; p = p->next; } return NULL; } /* ============ KB_Add Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find ============ */ void KB_Add( const char *name, kbutton_t *pkb ) { kblist_t *p; kbutton_t *kb; kb = KB_Find( name ); if( kb ) return; p = (kblist_t *)malloc( sizeof(kblist_t) ); memset( p, 0, sizeof(*p) ); strcpy( p->name, name ); p->pkey = pkb; p->next = g_kbkeys; g_kbkeys = p; } /* ============ KB_Init Add kbutton_t definitions that the engine can query if needed ============ */ void KB_Init( void ) { g_kbkeys = NULL; KB_Add( "in_graph", &in_graph ); KB_Add( "in_mlook", &in_mlook ); KB_Add( "in_jlook", &in_jlook ); } /* ============ KB_Shutdown Clear kblist ============ */ void KB_Shutdown( void ) { kblist_t *p, *n; p = g_kbkeys; while( p ) { n = p->next; free( p ); p = n; } g_kbkeys = NULL; } /* ============ KeyDown ============ */ void KeyDown( kbutton_t *b ) { int k; char *c; c = gEngfuncs.Cmd_Argv( 1 ); if( c[0] ) k = atoi( c ); else k = -1; // typed manually at the console for continuous down 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] ) b->down[1] = k; else { gEngfuncs.Con_DPrintf( "Three keys down for a button '%c' '%c' '%c'!\n", b->down[0], b->down[1], c ); return; } if( b->state & 1 ) return; // still down b->state |= 1 + 2; // down + impulse down } /* ============ KeyUp ============ */ void KeyUp( kbutton_t *b ) { int k; char *c; c = gEngfuncs.Cmd_Argv( 1 ); if( c[0] ) k = atoi(c); else { // typed manually at the console, assume for unsticking, so clear all b->down[0] = b->down[1] = 0; b->state = 4; // impulse up return; } if( b->down[0] == k ) b->down[0] = 0; else if( b->down[1] == k ) b->down[1] = 0; else return; // key up without coresponding down (menu pass through) if( b->down[0] || b->down[1] ) { //Con_Printf ( "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 ); return; // some other key is still holding it down } if( !( b->state & 1 ) ) return; // still up (this should not happen) b->state &= ~1; // now up b->state |= 4; // impulse up } /* ============ HUD_Key_Event Return 1 to allow engine to process the key, otherwise, act on it as needed ============ */ int DLLEXPORT HUD_Key_Event( int down, int keynum, const char *pszCurrentBinding ) { return 1; } void IN_BreakDown( void ) { KeyDown( &in_break ); } void IN_BreakUp( void ) { KeyUp( &in_break ); } void IN_KLookDown( void ) { KeyDown( &in_klook ); } void IN_KLookUp( void ) { KeyUp( &in_klook ); } void IN_JLookDown( void ) { KeyDown( &in_jlook ); } void IN_JLookUp( void ) { KeyUp( &in_jlook ); } void IN_MLookDown( void ) { KeyDown( &in_mlook ); } void IN_UpDown( void ) { KeyDown( &in_up ); } void IN_UpUp( void ) { KeyUp( &in_up ); } void IN_DownDown( void ) { KeyDown( &in_down ); } void IN_DownUp( void ) { KeyUp( &in_down ); } void IN_LeftDown( void ) { KeyDown( &in_left ); } void IN_LeftUp( void ) { KeyUp( &in_left ); } void IN_RightDown( void ) { KeyDown( &in_right ); } void IN_RightUp( void ) { KeyUp( &in_right ); } void IN_ForwardDown( void ) { KeyDown( &in_forward ); gHUD.m_Spectator.HandleButtonsDown( IN_FORWARD ); } void IN_ForwardUp( void ) { KeyUp( &in_forward ); gHUD.m_Spectator.HandleButtonsUp( IN_FORWARD ); } void IN_BackDown( void ) { KeyDown( &in_back ); gHUD.m_Spectator.HandleButtonsDown( IN_BACK ); } void IN_BackUp( void ) { KeyUp( &in_back ); gHUD.m_Spectator.HandleButtonsUp( IN_BACK ); } void IN_LookupDown( void ) { KeyDown( &in_lookup ); } void IN_LookupUp( void ) { KeyUp( &in_lookup ); } void IN_LookdownDown( void ) { KeyDown( &in_lookdown ); } void IN_LookdownUp( void ) { KeyUp( &in_lookdown ); } void IN_MoveleftDown( void ) { KeyDown( &in_moveleft ); gHUD.m_Spectator.HandleButtonsDown( IN_MOVELEFT ); } void IN_MoveleftUp( void ) { KeyUp( &in_moveleft ); gHUD.m_Spectator.HandleButtonsUp( IN_MOVELEFT ); } void IN_MoverightDown( void ) { KeyDown( &in_moveright ); gHUD.m_Spectator.HandleButtonsDown( IN_MOVERIGHT ); } void IN_MoverightUp( void ) { KeyUp( &in_moveright ); gHUD.m_Spectator.HandleButtonsUp( IN_MOVERIGHT ); } void IN_SpeedDown( void ) { KeyDown( &in_speed ); } void IN_SpeedUp( void ) { KeyUp( &in_speed ); } void IN_StrafeDown( void ) { KeyDown( &in_strafe ); } void IN_StrafeUp( void ) { KeyUp( &in_strafe ); } // needs capture by hud/vgui also extern void __CmdFunc_InputPlayerSpecial( void ); void IN_Attack2Down( void ) { KeyDown( &in_attack2 ); //++ BulliT //Removed unused function that sends extra command to server. __CmdFunc_InputPlayerSpecial(); //-- Martin Webrant gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK2 ); } void IN_Attack2Up( void ) { KeyUp( &in_attack2 ); } void IN_UseDown( void ) { KeyDown( &in_use ); gHUD.m_Spectator.HandleButtonsDown( IN_USE ); } void IN_UseUp( void ) { KeyUp( &in_use ); } void IN_JumpDown( void ) { KeyDown( &in_jump ); gHUD.m_Spectator.HandleButtonsDown( IN_JUMP ); } void IN_JumpUp( void ) { KeyUp( &in_jump ); } void IN_DuckDown( void ) { KeyDown( &in_duck ); gHUD.m_Spectator.HandleButtonsDown( IN_DUCK ); } void IN_DuckUp( void ) { KeyUp( &in_duck ); } void IN_ReloadDown( void ) { KeyDown( &in_reload ); } void IN_ReloadUp( void ) { KeyUp( &in_reload ); } void IN_Alt1Down( void ) { KeyDown( &in_alt1 ); } void IN_Alt1Up( void ) { KeyUp( &in_alt1 ); } void IN_GraphDown( void ) { KeyDown( &in_graph ); } void IN_GraphUp( void ) { KeyUp( &in_graph ); } void IN_AttackDown( void ) { KeyDown( &in_attack ); gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK ); } void IN_AttackUp( void ) { KeyUp( &in_attack ); in_cancel = 0; } // Special handling void IN_Cancel( void ) { in_cancel = 1; } void IN_Impulse( void ) { in_impulse = atoi( gEngfuncs.Cmd_Argv( 1 ) ); } void IN_ScoreDown( void ) { KeyDown( &in_score ); } void IN_ScoreUp( void ) { KeyUp( &in_score ); } void IN_MLookUp( void ) { KeyUp( &in_mlook ); } /* =============== CL_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 CL_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; } /* ================ CL_AdjustAngles Moves the local angle positions ================ */ void CL_AdjustAngles( float frametime, float *viewangles ) { float speed; float up, down; if( in_speed.state & 1 ) { speed = frametime * cl_anglespeedkey->value; } else { speed = frametime; } if( !( in_strafe.state & 1 ) ) { //++ BulliT viewangles[YAW] -= speed * ag_cl_yawspeed() * CL_KeyState( &in_right ); viewangles[YAW] += speed * ag_cl_yawspeed() * CL_KeyState( &in_left ); //viewangles[YAW] -= speed * cl_yawspeed->value * CL_KeyState( &in_right ); //viewangles[YAW] += speed * cl_yawspeed->value * CL_KeyState( &in_left ); //-- Martin Webrant viewangles[YAW] = anglemod( viewangles[YAW] ); } if( in_klook.state & 1 ) { //++ BulliT viewangles[PITCH] -= speed * ag_cl_pitchspeed() * CL_KeyState( &in_forward ); viewangles[PITCH] += speed * ag_cl_pitchspeed() * CL_KeyState( &in_back ); /* viewangles[PITCH] -= speed * cl_pitchspeed->value * CL_KeyState( &in_forward ); viewangles[PITCH] += speed * cl_pitchspeed->value * CL_KeyState( &in_back ); */ //-- Martin Webrant } up = CL_KeyState( &in_lookup ); down = CL_KeyState( &in_lookdown ); //++ BulliT viewangles[PITCH] -= speed * ag_cl_pitchspeed() * up; viewangles[PITCH] += speed * ag_cl_pitchspeed() * down; //viewangles[PITCH] -= speed * cl_pitchspeed->value * up; //viewangles[PITCH] += speed * cl_pitchspeed->value * down; //-- Martin Webran //++ BulliT if( viewangles[PITCH] > ag_cl_pitchdown() ) viewangles[PITCH] = ag_cl_pitchdown(); if( viewangles[PITCH] < -ag_cl_pitchup() ) viewangles[PITCH] = -ag_cl_pitchup(); /* if( viewangles[PITCH] > cl_pitchdown->value ) viewangles[PITCH] = cl_pitchdown->value; if( viewangles[PITCH] < -cl_pitchup->value ) viewangles[PITCH] = -cl_pitchup->value; */ //-- Martin Webrant if( viewangles[ROLL] > 50 ) viewangles[ROLL] = 50; if( viewangles[ROLL] < -50 ) viewangles[ROLL] = -50; } /* ================ CL_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 DLLEXPORT CL_CreateMove( float frametime, struct usercmd_s *cmd, int active ) { float spd; vec3_t viewangles; static vec3_t oldangles; if( active ) { //memset( viewangles, 0, sizeof(vec3_t) ); //viewangles[0] = viewangles[1] = viewangles[2] = 0.0; gEngfuncs.GetViewAngles( (float *)viewangles ); CL_AdjustAngles( frametime, viewangles ); memset( cmd, 0, sizeof(*cmd) ); gEngfuncs.SetViewAngles( (float *)viewangles ); if( in_strafe.state & 1 ) { cmd->sidemove += cl_sidespeed->value * CL_KeyState( &in_right ); cmd->sidemove -= cl_sidespeed->value * CL_KeyState( &in_left ); } cmd->sidemove += cl_sidespeed->value * CL_KeyState( &in_moveright ); cmd->sidemove -= cl_sidespeed->value * CL_KeyState( &in_moveleft ); cmd->upmove += cl_upspeed->value * CL_KeyState( &in_up ); cmd->upmove -= cl_upspeed->value * CL_KeyState( &in_down ); if( !(in_klook.state & 1 ) ) { cmd->forwardmove += cl_forwardspeed->value * CL_KeyState( &in_forward ); cmd->forwardmove -= cl_backspeed->value * CL_KeyState( &in_back ); } // adjust for speed key if( in_speed.state & 1 ) { cmd->forwardmove *= cl_movespeedkey->value; cmd->sidemove *= cl_movespeedkey->value; cmd->upmove *= cl_movespeedkey->value; } // clip to maxspeed spd = gEngfuncs.GetClientMaxspeed(); if( spd != 0.0f ) { // scale the 3 speeds so that the total velocity is not > cl.maxspeed float fmov = sqrt( ( cmd->forwardmove * cmd->forwardmove ) + ( cmd->sidemove * cmd->sidemove ) + ( cmd->upmove * cmd->upmove ) ); if( fmov > spd ) { float fratio = spd / fmov; cmd->forwardmove *= fratio; cmd->sidemove *= fratio; cmd->upmove *= fratio; } } // Allow mice and other controllers to add their inputs IN_Move( frametime, cmd ); } cmd->impulse = in_impulse; in_impulse = 0; cmd->weaponselect = g_weaponselect; g_weaponselect = 0; // // set button and flag bits // cmd->buttons = CL_ButtonBits( 1 ); { static bool s_jump_was_down_last_frame = false; if( cl_autojump->value != 0.0f ) { bool should_release_jump = ( !g_onground && !g_inwater && g_walking ); /* * Spam pressing and releasing jump if we're stuck in a spot where jumping still results in * being onground in the end of the frame. Without this check, +jump would remain held and * when the player exits this spot they would have to release and press the jump button to * start jumping again. This also helps with exiting water or ladder right onto the ground. */ if( s_jump_was_down_last_frame && g_onground && !g_inwater && g_walking ) should_release_jump = true; if( should_release_jump ) cmd->buttons &= ~IN_JUMP; } s_jump_was_down_last_frame = ( ( cmd->buttons & IN_JUMP ) != 0 ); } // Using joystick? if( in_joystick->value ) { if( cmd->forwardmove > 0 ) { cmd->buttons |= IN_FORWARD; } else if( cmd->forwardmove < 0 ) { cmd->buttons |= IN_BACK; } } gEngfuncs.GetViewAngles( (float *)viewangles ); // Set current view angles. if( g_iAlive ) { VectorCopy( viewangles, cmd->viewangles ); VectorCopy( viewangles, oldangles ); } else { VectorCopy( oldangles, cmd->viewangles ); } } /* ============ CL_IsDead Returns 1 if health is <= 0 ============ */ int CL_IsDead( void ) { return ( gHUD.m_Health.m_iHealth <= 0 ) ? 1 : 0; } /* ============ CL_ButtonBits Returns appropriate button info for keyboard and mouse state Set bResetState to 1 to clear old state info ============ */ int CL_ButtonBits( int bResetState ) { int bits = 0; if( in_attack.state & 3 ) { if( gHUD.m_MOTD.m_bShow ) gHUD.m_MOTD.Reset(); else bits |= IN_ATTACK; } if( in_duck.state & 3 ) { bits |= IN_DUCK; } if( in_jump.state & 3 ) { bits |= IN_JUMP; } if( in_forward.state & 3 ) { bits |= IN_FORWARD; } if( in_back.state & 3 ) { bits |= IN_BACK; } if( in_use.state & 3 ) { bits |= IN_USE; } if( in_cancel ) { bits |= IN_CANCEL; } if( in_left.state & 3 ) { bits |= IN_LEFT; } if( in_right.state & 3 ) { bits |= IN_RIGHT; } if( in_moveleft.state & 3 ) { bits |= IN_MOVELEFT; } if( in_moveright.state & 3 ) { bits |= IN_MOVERIGHT; } if( in_attack2.state & 3 ) { bits |= IN_ATTACK2; } if( in_reload.state & 3 ) { bits |= IN_RELOAD; } if( in_alt1.state & 3 ) { bits |= IN_ALT1; } if( in_score.state & 3 ) { bits |= IN_SCORE; } // Dead or in intermission? Shore scoreboard, too if( CL_IsDead() || gHUD.m_iIntermission ) { bits |= IN_SCORE; } if( bResetState ) { in_attack.state &= ~2; in_duck.state &= ~2; in_jump.state &= ~2; in_forward.state &= ~2; in_back.state &= ~2; in_use.state &= ~2; in_left.state &= ~2; in_right.state &= ~2; in_moveleft.state &= ~2; in_moveright.state &= ~2; in_attack2.state &= ~2; in_reload.state &= ~2; in_alt1.state &= ~2; in_score.state &= ~2; } return bits; } /* ============ CL_ResetButtonBits ============ */ void CL_ResetButtonBits( int bits ) { int bitsNew = CL_ButtonBits( 0 ) ^ bits; // Has the attack button been changed if( bitsNew & IN_ATTACK ) { // Was it pressed? or let go? if( bits & IN_ATTACK ) { KeyDown( &in_attack ); } else { // totally clear state in_attack.state &= ~7; } } } /* ============ InitInput ============ */ void InitInput( void ) { gEngfuncs.pfnAddCommand( "+moveup", IN_UpDown ); gEngfuncs.pfnAddCommand( "-moveup", IN_UpUp ); gEngfuncs.pfnAddCommand( "+movedown", IN_DownDown ); gEngfuncs.pfnAddCommand( "-movedown", IN_DownUp ); gEngfuncs.pfnAddCommand( "+left", IN_LeftDown ); gEngfuncs.pfnAddCommand( "-left", IN_LeftUp ); gEngfuncs.pfnAddCommand( "+right", IN_RightDown ); gEngfuncs.pfnAddCommand( "-right", IN_RightUp ); gEngfuncs.pfnAddCommand( "+forward", IN_ForwardDown ); gEngfuncs.pfnAddCommand( "-forward", IN_ForwardUp ); gEngfuncs.pfnAddCommand( "+back", IN_BackDown ); gEngfuncs.pfnAddCommand( "-back", IN_BackUp ); gEngfuncs.pfnAddCommand( "+lookup", IN_LookupDown ); gEngfuncs.pfnAddCommand( "-lookup", IN_LookupUp ); gEngfuncs.pfnAddCommand( "+lookdown", IN_LookdownDown ); gEngfuncs.pfnAddCommand( "-lookdown", IN_LookdownUp ); gEngfuncs.pfnAddCommand( "+strafe", IN_StrafeDown ); gEngfuncs.pfnAddCommand( "-strafe", IN_StrafeUp ); gEngfuncs.pfnAddCommand( "+moveleft", IN_MoveleftDown ); gEngfuncs.pfnAddCommand( "-moveleft", IN_MoveleftUp ); gEngfuncs.pfnAddCommand( "+moveright", IN_MoverightDown ); gEngfuncs.pfnAddCommand( "-moveright", IN_MoverightUp ); gEngfuncs.pfnAddCommand( "+speed", IN_SpeedDown ); gEngfuncs.pfnAddCommand( "-speed", IN_SpeedUp ); gEngfuncs.pfnAddCommand( "+attack", IN_AttackDown ); gEngfuncs.pfnAddCommand( "-attack", IN_AttackUp ); gEngfuncs.pfnAddCommand( "+attack2", IN_Attack2Down ); gEngfuncs.pfnAddCommand( "-attack2", IN_Attack2Up ); gEngfuncs.pfnAddCommand( "+use", IN_UseDown ); gEngfuncs.pfnAddCommand( "-use", IN_UseUp ); gEngfuncs.pfnAddCommand( "+jump", IN_JumpDown ); gEngfuncs.pfnAddCommand( "-jump", IN_JumpUp ); gEngfuncs.pfnAddCommand( "impulse", IN_Impulse ); gEngfuncs.pfnAddCommand( "+klook", IN_KLookDown ); gEngfuncs.pfnAddCommand( "-klook", IN_KLookUp ); gEngfuncs.pfnAddCommand( "+mlook", IN_MLookDown ); gEngfuncs.pfnAddCommand( "-mlook", IN_MLookUp ); gEngfuncs.pfnAddCommand( "+jlook", IN_JLookDown ); gEngfuncs.pfnAddCommand( "-jlook", IN_JLookUp ); gEngfuncs.pfnAddCommand( "+duck", IN_DuckDown ); gEngfuncs.pfnAddCommand( "-duck", IN_DuckUp ); gEngfuncs.pfnAddCommand( "+reload", IN_ReloadDown ); gEngfuncs.pfnAddCommand( "-reload", IN_ReloadUp ); gEngfuncs.pfnAddCommand( "+alt1", IN_Alt1Down ); gEngfuncs.pfnAddCommand( "-alt1", IN_Alt1Up ); gEngfuncs.pfnAddCommand( "+graph", IN_GraphDown ); gEngfuncs.pfnAddCommand( "-graph", IN_GraphUp ); gEngfuncs.pfnAddCommand( "+break", IN_BreakDown ); gEngfuncs.pfnAddCommand( "-break", IN_BreakUp ); lookstrafe = gEngfuncs.pfnRegisterVariable( "lookstrafe", "0", FCVAR_ARCHIVE ); lookspring = gEngfuncs.pfnRegisterVariable( "lookspring", "0", FCVAR_ARCHIVE ); cl_anglespeedkey = gEngfuncs.pfnRegisterVariable( "cl_anglespeedkey", "0.67", 0 ); cl_yawspeed = gEngfuncs.pfnRegisterVariable( "cl_yawspeed", "210", 0 ); cl_pitchspeed = gEngfuncs.pfnRegisterVariable( "cl_pitchspeed", "225", 0 ); cl_upspeed = gEngfuncs.pfnRegisterVariable( "cl_upspeed", "320", 0 ); cl_forwardspeed = gEngfuncs.pfnRegisterVariable( "cl_forwardspeed", "400", FCVAR_ARCHIVE ); cl_backspeed = gEngfuncs.pfnRegisterVariable( "cl_backspeed", "400", FCVAR_ARCHIVE ); cl_sidespeed = gEngfuncs.pfnRegisterVariable( "cl_sidespeed", "400", 0 ); cl_movespeedkey = gEngfuncs.pfnRegisterVariable( "cl_movespeedkey", "0.3", 0 ); cl_pitchup = gEngfuncs.pfnRegisterVariable( "cl_pitchup", "89", 0 ); cl_pitchdown = gEngfuncs.pfnRegisterVariable( "cl_pitchdown", "89", 0 ); cl_vsmoothing = gEngfuncs.pfnRegisterVariable( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE ); cl_autojump = gEngfuncs.pfnRegisterVariable( "cl_autojump", "1", FCVAR_ARCHIVE ); m_pitch = gEngfuncs.pfnRegisterVariable( "m_pitch","0.022", FCVAR_ARCHIVE ); m_yaw = gEngfuncs.pfnRegisterVariable( "m_yaw","0.022", FCVAR_ARCHIVE ); m_forward = gEngfuncs.pfnRegisterVariable( "m_forward","1", FCVAR_ARCHIVE ); m_side = gEngfuncs.pfnRegisterVariable( "m_side","0.8", FCVAR_ARCHIVE ); // Initialize third person camera controls. CAM_Init(); // Initialize inputs IN_Init(); // Initialize keyboard KB_Init(); // Initialize view system V_Init(); } /* ============ ShutdownInput ============ */ void ShutdownInput( void ) { IN_Shutdown(); KB_Shutdown(); } void DLLEXPORT HUD_Shutdown( void ) { ShutdownInput(); }