Ejemplo n.º 1
0
void CClientPadState::ToNetPadState(CNetworkPadState& netPadState, bool bOnFoot)
{
	// Are we on foot?
	if(bOnFoot)
	{
		// On Foot Left Analog L/R
		netPadState.byteLeftAnalogLR[0] = byteKeys[INPUT_MOVE_LEFT];
		netPadState.byteLeftAnalogLR[1] = byteKeys[INPUT_MOVE_RIGHT];

		// On Foot Left Analog U/D
		netPadState.byteLeftAnalogUD[0] = byteKeys[INPUT_MOVE_UP];
		netPadState.byteLeftAnalogUD[1] = byteKeys[INPUT_MOVE_DOWN];
	}
	else
	{
		// In Vehicle Turn Left/Right
		netPadState.byteLeftAnalogLR[0] = byteKeys[INPUT_VEH_MOVE_LEFT];
		netPadState.byteLeftAnalogLR[1] = byteKeys[INPUT_VEH_MOVE_RIGHT];

		// In Vehicle Lean Forwards/Backwards
		netPadState.byteLeftAnalogUD[0] = byteKeys[INPUT_VEH_MOVE_UP];
		netPadState.byteLeftAnalogUD[1] = byteKeys[INPUT_VEH_MOVE_DOWN];
	}

	// Enter/Exit Vehicle
	GET_BINARY_KEY(netPadState.keys.bEnterExitVehicle, byteKeys[INPUT_ENTER]);

	// On Foot Sprint
	GET_BINARY_KEY(netPadState.keys.bSprint, byteKeys[INPUT_SPRINT]);

	// On Foot Jump
	GET_BINARY_KEY(netPadState.keys.bJump, byteKeys[INPUT_JUMP]);

	// On Foot Attack
	GET_BINARY_KEY(netPadState.keys.bAttack, byteKeys[INPUT_ATTACK]);

	// On Foot Free Aim/Melee Lock On 1
	GET_BINARY_KEY(netPadState.keys.bFreeAim1, byteKeys[INPUT_ATTACK2]);

	// On Foot Free Aim/Melee Lock On 2
	GET_BINARY_KEY(netPadState.keys.bFreeAim2, byteKeys[INPUT_AIM]);

	// On Foot Mouse Aim
	GET_BINARY_KEY(netPadState.keys.bMouseAim, byteKeys[INPUT_FREE_AIM]);

	// On Foot Combat Punch 1
	GET_BINARY_KEY(netPadState.keys.bCombatPunch1, byteKeys[INPUT_MELEE_ATTACK1]);

	// On Foot Combat Punch 2
	GET_BINARY_KEY(netPadState.keys.bCombatPunch2, byteKeys[INPUT_MELEE_ATTACK2]);

	// On Foot Combat Kick
	GET_BINARY_KEY(netPadState.keys.bCombatKick, byteKeys[INPUT_MELEE_KICK]);

	// On Foot Combat Block
	GET_BINARY_KEY(netPadState.keys.bCombatBlock, byteKeys[INPUT_MELEE_BLOCK]);

	// In Vehicle Accelerate
	GET_BINARY_KEY(netPadState.keys.bAccelerate, byteKeys[INPUT_VEH_ACCELERATE]);

	// In Vehicle Reverse
	GET_BINARY_KEY(netPadState.keys.bReverse, byteKeys[INPUT_VEH_BRAKE]);

	// In Vehicle Handbrake 1
	GET_BINARY_KEY(netPadState.keys.bHandbrake, byteKeys[INPUT_VEH_HANDBRAKE]);

	// In Vehicle Handbrake 2
	GET_BINARY_KEY(netPadState.keys.bHandbrake2, byteKeys[INPUT_VEH_HANDBRAKE_ALT]);

	// In Vehicle Horn
	GET_BINARY_KEY(netPadState.keys.bHorn, byteKeys[INPUT_VEH_HORN]);

	// In Vehicle Drive By
	GET_BINARY_KEY(netPadState.keys.bDriveBy, byteKeys[INPUT_VEH_ATTACK]);

	// In Vehicle Heli Primary Fire
	GET_BINARY_KEY(netPadState.keys.bHeliPrimaryFire, byteKeys[INPUT_VEH_ATTACK2]);
}
Ejemplo n.º 2
0
void CIVPad::FromControlState(CControlState controlState, bool bCurrent)
{
#ifdef EXT_LOG
	CLogFile::Printf(__FUNCSIG__);
#endif
	// Do we not have a valid pad?
	if(!m_pPad)
		return;
	
	strTemp.Clear();
	strTemp.AppendF("%i",controlState.ucInVehicleMove[1]);

	if(atoi(strTemp.Get()) > 128) {
		controlState.ucInVehicleMove[0] = (unsigned char)'128';
		controlState.ucInVehicleMove[1] = (unsigned char)'255';
		GET_ANALOG_KEY(INPUT_VEH_MOVE_LEFT,     controlState.ucInVehicleMove[0]);
		GET_ANALOG_KEY(INPUT_VEH_MOVE_RIGHT,    controlState.ucInVehicleMove[1]);
		GET_ANALOG_KEY(INPUT_VEH_MOVE_UP,       controlState.ucInVehicleMove[2]);
		GET_ANALOG_KEY(INPUT_VEH_MOVE_DOWN,     controlState.ucInVehicleMove[3]);
	}
	else {
		GET_ANALOG_KEY(INPUT_VEH_MOVE_LEFT,     controlState.ucInVehicleMove[0]);
		GET_ANALOG_KEY(INPUT_VEH_MOVE_RIGHT,    controlState.ucInVehicleMove[1]);
		GET_ANALOG_KEY(INPUT_VEH_MOVE_UP,       controlState.ucInVehicleMove[2]);
		GET_ANALOG_KEY(INPUT_VEH_MOVE_DOWN,     controlState.ucInVehicleMove[3]);
	}

	GET_ANALOG_KEY(INPUT_MOVE_UP,           controlState.ucOnFootMove[2]);
	GET_ANALOG_KEY(INPUT_MOVE_DOWN,         controlState.ucOnFootMove[3]);
	GET_ANALOG_KEY(INPUT_VEH_BRAKE,         controlState.ucInVehicleTriggers[0]);
	GET_ANALOG_KEY(INPUT_VEH_ACCELERATE,    controlState.ucInVehicleTriggers[1]);
	GET_ANALOG_KEY(INPUT_VEH_MOVE_LEFT_2,	controlState.ucInVehicleMove2[0]);
	GET_ANALOG_KEY(INPUT_VEH_MOVE_RIGHT_2,	controlState.ucInVehicleMove2[1]);

	// Binary keys
	GET_BINARY_KEY(INPUT_ENTER,             controlState.keys.bEnterExitVehicle);
	GET_BINARY_KEY(INPUT_SPRINT,            controlState.keys.bSprint);
	GET_BINARY_KEY(INPUT_JUMP,              controlState.keys.bJump);
	GET_BINARY_KEY(INPUT_ATTACK,            controlState.keys.bAttack);
	GET_BINARY_KEY(INPUT_ATTACK2,           controlState.keys.bAttack2);
	GET_BINARY_KEY(INPUT_AIM,               controlState.keys.bAim);
	GET_BINARY_KEY(INPUT_FREE_AIM,          controlState.keys.bFreeAim);
	GET_BINARY_KEY(INPUT_MELEE_ATTACK1,     controlState.keys.bMeleeAttack1);
	GET_BINARY_KEY(INPUT_MELEE_ATTACK2,     controlState.keys.bMeleeAttack2);
	GET_BINARY_KEY(INPUT_MELEE_KICK,        controlState.keys.bMeleeKick);
	GET_BINARY_KEY(INPUT_MELEE_BLOCK,       controlState.keys.bMeleeBlock);
	GET_BINARY_KEY(INPUT_VEH_HANDBRAKE,     controlState.keys.bHandbrake);
	GET_BINARY_KEY(INPUT_VEH_HANDBRAKE_ALT, controlState.keys.bHandbrake2);
	GET_BINARY_KEY(INPUT_VEH_HORN,          controlState.keys.bHorn);
	GET_BINARY_KEY(INPUT_VEH_ATTACK,        controlState.keys.bDriveBy);
	GET_BINARY_KEY(INPUT_VEH_ATTACK2,       controlState.keys.bHeliPrimaryFire);
}
Ejemplo n.º 3
0
void CIVPad::FromControlState(CControls controlState, bool bCurrent)
{
	// Do we not have a valid pad?
	if(!m_pPad)
		return;

	// Analog keys
	GET_ANALOG_KEY(INPUT_MOVE_LEFT,         controlState.ucOnFootMove[0]);
	GET_ANALOG_KEY(INPUT_MOVE_RIGHT,        controlState.ucOnFootMove[1]);
	GET_ANALOG_KEY(INPUT_MOVE_UP,           controlState.ucOnFootMove[2]);
	GET_ANALOG_KEY(INPUT_MOVE_DOWN,         controlState.ucOnFootMove[3]);
	GET_ANALOG_KEY(INPUT_VEH_MOVE_LEFT,     controlState.ucInVehicleMove[0]);
	GET_ANALOG_KEY(INPUT_VEH_MOVE_RIGHT,    controlState.ucInVehicleMove[1]);
	GET_ANALOG_KEY(INPUT_VEH_MOVE_UP,       controlState.ucInVehicleMove[2]);
	GET_ANALOG_KEY(INPUT_VEH_MOVE_DOWN,     controlState.ucInVehicleMove[3]);
	GET_ANALOG_KEY(INPUT_VEH_BRAKE,         controlState.ucInVehicleTriggers[0]);
	GET_ANALOG_KEY(INPUT_VEH_ACCELERATE,    controlState.ucInVehicleTriggers[1]);

	// Binary keys
	GET_BINARY_KEY(INPUT_ENTER,             controlState.keys.bEnterExitVehicle);
	GET_BINARY_KEY(INPUT_SPRINT,            controlState.keys.bSprint);
	GET_BINARY_KEY(INPUT_JUMP,              controlState.keys.bJump);
	GET_BINARY_KEY(INPUT_ATTACK,            controlState.keys.bAttack);
	GET_BINARY_KEY(INPUT_ATTACK2,           controlState.keys.bAttack2);
	GET_BINARY_KEY(INPUT_AIM,               controlState.keys.bAim);
	GET_BINARY_KEY(INPUT_FREE_AIM,          controlState.keys.bFreeAim);
	GET_BINARY_KEY(INPUT_MELEE_ATTACK1,     controlState.keys.bMeleeAttack1);
	GET_BINARY_KEY(INPUT_MELEE_ATTACK2,     controlState.keys.bMeleeAttack2);
	GET_BINARY_KEY(INPUT_MELEE_KICK,        controlState.keys.bMeleeKick);
	GET_BINARY_KEY(INPUT_MELEE_BLOCK,       controlState.keys.bMeleeBlock);
	GET_BINARY_KEY(INPUT_VEH_HANDBRAKE,     controlState.keys.bHandbrake);
	GET_BINARY_KEY(INPUT_VEH_HANDBRAKE_ALT, controlState.keys.bHandbrake2);
	GET_BINARY_KEY(INPUT_VEH_HORN,          controlState.keys.bHorn);
	GET_BINARY_KEY(INPUT_VEH_ATTACK,        controlState.keys.bDriveBy);
	GET_BINARY_KEY(INPUT_VEH_ATTACK2,       controlState.keys.bHeliPrimaryFire);
}