halflife-photomode/cl_dll/input.cpp

1026 lines
21 KiB
C++

// 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"
#include "kbutton.h"
#include "cvardef.h"
#include "usercmd.h"
#include "const.h"
#include "camera.h"
#include "in_defs.h"
#include "view.h"
#include <string.h>
#include <ctype.h>
#include "Exports.h"
#include "vgui_TeamFortressViewport.h"
#include "filesystem_utils.h"
extern bool g_iAlive;
extern int g_weaponselect;
extern cl_enginefunc_t gEngfuncs;
// Defined in pm_math.c
float anglemod(float a);
void IN_Init();
void IN_Move(float frametime, usercmd_t* cmd);
void IN_Shutdown();
void V_Init();
void VectorAngles(const float* forward, float* angles);
int CL_ButtonBits(bool);
// xxx need client dll function to get and clear impuse
extern cvar_t* in_joystick;
int in_impulse = 0;
bool in_cancel = false;
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;
/*
===============================================================================
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.
============
*/
bool KB_ConvertString(char* in, char** ppout)
{
char sz[4096];
char binding[64];
char* p;
char* pOut;
char* pEnd;
const char* pBinding;
if (!ppout)
return false;
*ppout = NULL;
p = in;
pOut = sz;
while ('\0' != *p)
{
if (*p == '+')
{
pEnd = binding;
while ('\0' != *p && (0 != isalnum(*p) || (pEnd == binding)) && ((pEnd - binding) < 63))
{
*pEnd++ = *p++;
}
*pEnd = '\0';
pBinding = NULL;
if (strlen(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 ('\0' != *pEnd)
{
*pOut++ = *pEnd++;
}
if (pBinding)
{
*pOut++ = ']';
}
}
else
{
*pOut++ = *p++;
}
}
*pOut = '\0';
pOut = (char*)malloc(strlen(sz) + 1);
strcpy(pOut, sz);
*ppout = pOut;
return true;
}
/*
============
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)
{
// RecClFindKey(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()
{
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()
{
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;
const char* c;
c = gEngfuncs.Cmd_Argv(1);
if ('\0' != 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 (0 == b->down[0])
b->down[0] = k;
else if (0 == 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;
}
//TODO: define constants
if ((b->state & 1) != 0)
return; // still down
b->state |= 1 + 2; // down + impulse down
}
/*
============
KeyUp
============
*/
void KeyUp(kbutton_t* b)
{
int k;
const char* c;
c = gEngfuncs.Cmd_Argv(1);
if ('\0' != 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 (0 != b->down[0] || 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) == 0)
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)
{
// RecClKeyEvent(down, keynum, pszCurrentBinding);
if (gViewPort)
return static_cast<int>(gViewPort->KeyInput(0 != down, keynum, pszCurrentBinding));
return 1;
}
void IN_BreakDown() { KeyDown(&in_break); }
void IN_BreakUp() { KeyUp(&in_break); }
void IN_KLookDown() { KeyDown(&in_klook); }
void IN_KLookUp() { KeyUp(&in_klook); }
void IN_JLookDown() { KeyDown(&in_jlook); }
void IN_JLookUp() { KeyUp(&in_jlook); }
void IN_MLookDown() { KeyDown(&in_mlook); }
void IN_UpDown() { KeyDown(&in_up); }
void IN_UpUp() { KeyUp(&in_up); }
void IN_DownDown() { KeyDown(&in_down); }
void IN_DownUp() { KeyUp(&in_down); }
void IN_LeftDown() { KeyDown(&in_left); }
void IN_LeftUp() { KeyUp(&in_left); }
void IN_RightDown() { KeyDown(&in_right); }
void IN_RightUp() { KeyUp(&in_right); }
void IN_ForwardDown()
{
KeyDown(&in_forward);
gHUD.m_Spectator.HandleButtonsDown(IN_FORWARD);
}
void IN_ForwardUp()
{
KeyUp(&in_forward);
gHUD.m_Spectator.HandleButtonsUp(IN_FORWARD);
}
void IN_BackDown()
{
KeyDown(&in_back);
gHUD.m_Spectator.HandleButtonsDown(IN_BACK);
}
void IN_BackUp()
{
KeyUp(&in_back);
gHUD.m_Spectator.HandleButtonsUp(IN_BACK);
}
void IN_LookupDown() { KeyDown(&in_lookup); }
void IN_LookupUp() { KeyUp(&in_lookup); }
void IN_LookdownDown() { KeyDown(&in_lookdown); }
void IN_LookdownUp() { KeyUp(&in_lookdown); }
void IN_MoveleftDown()
{
KeyDown(&in_moveleft);
gHUD.m_Spectator.HandleButtonsDown(IN_MOVELEFT);
}
void IN_MoveleftUp()
{
KeyUp(&in_moveleft);
gHUD.m_Spectator.HandleButtonsUp(IN_MOVELEFT);
}
void IN_MoverightDown()
{
KeyDown(&in_moveright);
gHUD.m_Spectator.HandleButtonsDown(IN_MOVERIGHT);
}
void IN_MoverightUp()
{
KeyUp(&in_moveright);
gHUD.m_Spectator.HandleButtonsUp(IN_MOVERIGHT);
}
void IN_SpeedDown() { KeyDown(&in_speed); }
void IN_SpeedUp() { KeyUp(&in_speed); }
void IN_StrafeDown() { KeyDown(&in_strafe); }
void IN_StrafeUp() { KeyUp(&in_strafe); }
// needs capture by hud/vgui also
extern void __CmdFunc_InputPlayerSpecial();
void IN_Attack2Down()
{
KeyDown(&in_attack2);
gHUD.m_Spectator.HandleButtonsDown(IN_ATTACK2);
}
void IN_Attack2Up() { KeyUp(&in_attack2); }
void IN_UseDown()
{
KeyDown(&in_use);
gHUD.m_Spectator.HandleButtonsDown(IN_USE);
}
void IN_UseUp() { KeyUp(&in_use); }
void IN_JumpDown()
{
KeyDown(&in_jump);
gHUD.m_Spectator.HandleButtonsDown(IN_JUMP);
}
void IN_JumpUp() { KeyUp(&in_jump); }
void IN_DuckDown()
{
KeyDown(&in_duck);
gHUD.m_Spectator.HandleButtonsDown(IN_DUCK);
}
void IN_DuckUp() { KeyUp(&in_duck); }
void IN_ReloadDown() { KeyDown(&in_reload); }
void IN_ReloadUp() { KeyUp(&in_reload); }
void IN_Alt1Down() { KeyDown(&in_alt1); }
void IN_Alt1Up() { KeyUp(&in_alt1); }
void IN_GraphDown() { KeyDown(&in_graph); }
void IN_GraphUp() { KeyUp(&in_graph); }
void IN_AttackDown()
{
KeyDown(&in_attack);
gHUD.m_Spectator.HandleButtonsDown(IN_ATTACK);
}
void IN_AttackUp()
{
KeyUp(&in_attack);
in_cancel = false;
}
// Special handling
void IN_Cancel()
{
in_cancel = true;
}
void IN_Impulse()
{
in_impulse = atoi(gEngfuncs.Cmd_Argv(1));
}
void IN_ScoreDown()
{
KeyDown(&in_score);
if (gViewPort)
{
gViewPort->ShowScoreBoard();
}
}
void IN_ScoreUp()
{
KeyUp(&in_score);
if (gViewPort)
{
gViewPort->HideScoreBoard();
}
}
void IN_MLookUp()
{
KeyUp(&in_mlook);
if ((in_mlook.state & 1) == 0 && 0 != lookspring->value)
{
V_StartPitchDrift();
}
}
/*
===============
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;
const bool impulsedown = (key->state & 2) != 0;
const bool impulseup = (key->state & 4) != 0;
const bool down = (key->state & 1) != 0;
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) != 0)
{
speed = frametime * cl_anglespeedkey->value;
}
else
{
speed = frametime;
}
if ((in_strafe.state & 1) == 0)
{
viewangles[YAW] -= speed * cl_yawspeed->value * CL_KeyState(&in_right);
viewangles[YAW] += speed * cl_yawspeed->value * CL_KeyState(&in_left);
viewangles[YAW] = anglemod(viewangles[YAW]);
}
if ((in_klook.state & 1) != 0)
{
V_StopPitchDrift();
viewangles[PITCH] -= speed * cl_pitchspeed->value * CL_KeyState(&in_forward);
viewangles[PITCH] += speed * cl_pitchspeed->value * CL_KeyState(&in_back);
}
up = CL_KeyState(&in_lookup);
down = CL_KeyState(&in_lookdown);
viewangles[PITCH] -= speed * cl_pitchspeed->value * up;
viewangles[PITCH] += speed * cl_pitchspeed->value * down;
if (0 != up || 0 != down)
V_StopPitchDrift();
if (viewangles[PITCH] > cl_pitchdown->value)
viewangles[PITCH] = cl_pitchdown->value;
if (viewangles[PITCH] < -cl_pitchup->value)
viewangles[PITCH] = -cl_pitchup->value;
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)
{
// RecClCL_CreateMove(frametime, cmd, active);
float spd;
Vector viewangles;
static Vector oldangles;
if (0 != active)
{
//memset( viewangles, 0, sizeof( Vector ) );
//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) != 0)
{
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) == 0)
{
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) != 0)
{
cmd->forwardmove *= cl_movespeedkey->value;
cmd->sidemove *= cl_movespeedkey->value;
cmd->upmove *= cl_movespeedkey->value;
}
// clip to maxspeed
spd = gEngfuncs.GetClientMaxspeed();
if (spd != 0.0)
{
// 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(true);
// If they're in a modal dialog, ignore the attack button.
if (GetClientVoiceMgr()->IsInSquelchMode())
cmd->buttons &= ~IN_ATTACK;
// Using joystick?
if (0 != 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
============
*/
bool CL_IsDead()
{
return gHUD.m_Health.m_iHealth <= 0;
}
/*
============
CL_ButtonBits
Returns appropriate button info for keyboard and mouse state
Set bResetState to 1 to clear old state info
============
*/
int CL_ButtonBits(bool bResetState)
{
int bits = 0;
if ((in_attack.state & 3) != 0)
{
bits |= IN_ATTACK;
}
if ((in_duck.state & 3) != 0)
{
bits |= IN_DUCK;
}
if ((in_jump.state & 3) != 0)
{
bits |= IN_JUMP;
}
if ((in_forward.state & 3) != 0)
{
bits |= IN_FORWARD;
}
if ((in_back.state & 3) != 0)
{
bits |= IN_BACK;
}
if ((in_use.state & 3) != 0)
{
bits |= IN_USE;
}
if (in_cancel)
{
bits |= IN_CANCEL;
}
if ((in_left.state & 3) != 0)
{
bits |= IN_LEFT;
}
if ((in_right.state & 3) != 0)
{
bits |= IN_RIGHT;
}
if ((in_moveleft.state & 3) != 0)
{
bits |= IN_MOVELEFT;
}
if ((in_moveright.state & 3) != 0)
{
bits |= IN_MOVERIGHT;
}
if ((in_attack2.state & 3) != 0)
{
bits |= IN_ATTACK2;
}
if ((in_reload.state & 3) != 0)
{
bits |= IN_RELOAD;
}
if ((in_alt1.state & 3) != 0)
{
bits |= IN_ALT1;
}
if ((in_score.state & 3) != 0)
{
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(false) ^ bits;
// Has the attack button been changed
if ((bitsNew & IN_ATTACK) != 0)
{
// Was it pressed? or let go?
if ((bits & IN_ATTACK) != 0)
{
KeyDown(&in_attack);
}
else
{
// totally clear state
in_attack.state &= ~7;
}
}
}
/*
============
InitInput
============
*/
void InitInput()
{
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("+score", IN_ScoreDown);
gEngfuncs.pfnAddCommand("-score", IN_ScoreUp);
gEngfuncs.pfnAddCommand("+showscores", IN_ScoreDown);
gEngfuncs.pfnAddCommand("-showscores", IN_ScoreUp);
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);
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()
{
IN_Shutdown();
KB_Shutdown();
}
#include "interface.h"
void CL_UnloadParticleMan();
void DLLEXPORT HUD_Shutdown()
{
// RecClShutdown();
ShutdownInput();
FileSystem_FreeFileSystem();
CL_UnloadParticleMan();
}