void idUsercmdGenLocal::MakeCurrent( void ) { idVec3 oldAngles; int i; oldAngles = viewangles; if ( !Inhibited() ) { // update toggled key states toggled_crouch.SetKeyState( ButtonState( UB_DOWN ), in_toggleCrouch.GetBool() ); toggled_run.SetKeyState( ButtonState( UB_SPEED ), in_toggleRun.GetBool() && idAsyncNetwork::IsActive() ); toggled_zoom.SetKeyState( ButtonState( UB_ZOOM ), in_toggleZoom.GetBool() ); // keyboard angle adjustment AdjustAngles(); // set button bits CmdButtons(); // get basic movement from keyboard KeyMove(); // get basic movement from mouse MouseMove(); // get basic movement from joystick JoystickMove(); // check to make sure the angles haven't wrapped if ( viewangles[PITCH] - oldAngles[PITCH] > 90 ) { viewangles[PITCH] = oldAngles[PITCH] + 90; } else if ( oldAngles[PITCH] - viewangles[PITCH] > 90 ) { viewangles[PITCH] = oldAngles[PITCH] - 90; } } else { mouseDx = 0; mouseDy = 0; } for ( i = 0; i < 3; i++ ) { cmd.angles[i] = ANGLE2SHORT(viewangles[i]); } cmd.mx = continuousMouseX; cmd.my = continuousMouseY; flags = cmd.flags; impulse = cmd.impulse; }
void CInput::ExtraMouseSample( float frametime, bool active ) { CUserCmd dummy; CUserCmd *cmd = &dummy; cmd->Reset(); QAngle viewangles; if ( active ) { // Determine view angles AdjustAngles ( frametime ); // Determine sideways movement ComputeSideMove( cmd ); // Determine vertical movement ComputeUpwardMove( cmd ); // Determine forward movement ComputeForwardMove( cmd ); // Scale based on holding speed key or having too fast of a velocity based on client maximum // speed. ScaleMovements( cmd ); // Allow mice and other controllers to add their inputs ControllerMove( frametime, cmd ); } // Retreive view angles from engine ( could have been set in IN_AdjustAngles above ) engine->GetViewAngles( viewangles ); // Set button and flag bits, don't blow away state cmd->buttons = GetButtonBits( 0 ); // Use new view angles if alive, otherwise user last angles we stored off. if ( g_iAlive ) { VectorCopy( viewangles, cmd->viewangles ); VectorCopy( viewangles, m_angPreviousViewAngles ); } else { VectorCopy( m_angPreviousViewAngles, cmd->viewangles ); } // Let the move manager override anything it wants to. if ( g_pClientMode->CreateMove( frametime, cmd ) ) { // Get current view angles after the client mode tweaks with it engine->SetViewAngles( cmd->viewangles ); prediction->SetLocalViewAngles( cmd->viewangles ); } }
void CCamera::SetViewType( int type ) { m_viewType = type; if ( m_viewType & CAMERA_VIEWTYPE_PLAYER_BACK ) m_angles[ YAW ] = m_characterAngle; else if( m_viewType & CAMERA_VIEWTYPE_PLAYER_FRONT ) m_angles[ YAW ] = m_characterAngle + 180.0f; else if( m_viewType & CAMERA_VIEWTYPE_PLAYER_RIGHT ) m_angles[ YAW ] = m_characterAngle + 90.0f; else if( m_viewType & CAMERA_VIEWTYPE_PLAYER_LEFT ) m_angles[ YAW ] = m_characterAngle + 270.0f; if ( m_viewType & CAMERA_VIEWTYPE_QUATER_VIEW ) m_angles[ PITCH ] = DEGREE_QUARTER_VIEW; else if( m_viewType & CAMERA_VIEWTYPE_TOP_VIEW ) m_angles[ PITCH ] = DEGREE_TOP_VIEW; AdjustAngles(); }
void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active ) { CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ]; CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ]; cmd->Reset(); cmd->command_number = sequence_number; cmd->tick_count = gpGlobals->tickcount; QAngle viewangles; engine->GetViewAngles( viewangles ); QAngle originalViewangles = viewangles; if ( active || sv_noclipduringpause.GetInt() ) { // Determine view angles AdjustAngles ( input_sample_frametime ); // Determine sideways movement ComputeSideMove( cmd ); // Determine vertical movement ComputeUpwardMove( cmd ); // Determine forward movement ComputeForwardMove( cmd ); // Scale based on holding speed key or having too fast of a velocity based on client maximum // speed. ScaleMovements( cmd ); // Allow mice and other controllers to add their inputs ControllerMove( input_sample_frametime, cmd ); #ifdef SIXENSE g_pSixenseInput->SixenseFrame( input_sample_frametime, cmd ); if( g_pSixenseInput->IsEnabled() ) { g_pSixenseInput->SetView( input_sample_frametime, cmd ); } #endif } else { // need to run and reset mouse input so that there is no view pop when unpausing if ( !m_fCameraInterceptingMouse && m_fMouseActive ) { float mx, my; GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my ); ResetMouse(); } } // Retreive view angles from engine ( could have been set in IN_AdjustAngles above ) engine->GetViewAngles( viewangles ); // Latch and clear impulse cmd->impulse = in_impulse; in_impulse = 0; // Latch and clear weapon selection if ( m_hSelectedWeapon != NULL ) { C_BaseCombatWeapon *weapon = m_hSelectedWeapon; cmd->weaponselect = weapon->entindex(); cmd->weaponsubtype = weapon->GetSubType(); // Always clear weapon selection m_hSelectedWeapon = NULL; } // Set button and flag bits #ifdef SIXENSE if( g_pSixenseInput->IsEnabled() ) { // Some buttons were set in SixenseUpdateKeys, so or in any real keypresses cmd->buttons |= GetButtonBits( 1 ); } else { cmd->buttons = GetButtonBits( 1 ); } #else // Set button and flag bits cmd->buttons = GetButtonBits( 1 ); #endif // Using joystick? #ifdef SIXENSE if ( in_joystick.GetInt() || g_pSixenseInput->IsEnabled() ) #else if ( in_joystick.GetInt() ) #endif { if ( cmd->forwardmove > 0 ) { cmd->buttons |= IN_FORWARD; } else if ( cmd->forwardmove < 0 ) { cmd->buttons |= IN_BACK; } } // Use new view angles if alive, otherwise user last angles we stored off. if ( g_iAlive ) { VectorCopy( viewangles, cmd->viewangles ); VectorCopy( viewangles, m_angPreviousViewAngles ); } else { VectorCopy( m_angPreviousViewAngles, cmd->viewangles ); } // Let the move manager override anything it wants to. if ( g_pClientMode->CreateMove( input_sample_frametime, cmd ) ) { // Get current view angles after the client mode tweaks with it #ifdef SIXENSE // Only set the engine angles if sixense is not enabled. It is done in SixenseInput::SetView otherwise. if( !g_pSixenseInput->IsEnabled() ) { engine->SetViewAngles( cmd->viewangles ); } #else engine->SetViewAngles( cmd->viewangles ); #endif if ( UseVR() ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if( pPlayer && !pPlayer->GetVehicle() ) { QAngle curViewangles, newViewangles; Vector curMotion, newMotion; engine->GetViewAngles( curViewangles ); curMotion.Init ( cmd->forwardmove, cmd->sidemove, cmd->upmove ); g_ClientVirtualReality.OverridePlayerMotion ( input_sample_frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion ); engine->SetViewAngles( newViewangles ); cmd->forwardmove = newMotion[0]; cmd->sidemove = newMotion[1]; cmd->upmove = newMotion[2]; cmd->viewangles = newViewangles; } else { Vector vPos; g_ClientVirtualReality.GetTorsoRelativeAim( &vPos, &cmd->viewangles ); engine->SetViewAngles( cmd->viewangles ); } } } m_flLastForwardMove = cmd->forwardmove; cmd->random_seed = MD5_PseudoRandom( sequence_number ) & 0x7fffffff; HLTVCamera()->CreateMove( cmd ); #if defined( REPLAY_ENABLED ) ReplayCamera()->CreateMove( cmd ); #endif #if defined( HL2_CLIENT_DLL ) // copy backchannel data int i; for (i = 0; i < m_EntityGroundContact.Count(); i++) { cmd->entitygroundcontact.AddToTail( m_EntityGroundContact[i] ); } m_EntityGroundContact.RemoveAll(); #endif pVerified->m_cmd = *cmd; pVerified->m_crc = cmd->GetChecksum(); }
void CInput::ExtraMouseSample( float frametime, bool active ) { CUserCmd dummy; CUserCmd *cmd = &dummy; cmd->Reset(); QAngle viewangles; engine->GetViewAngles( viewangles ); QAngle originalViewangles = viewangles; if ( active ) { // Determine view angles AdjustAngles ( frametime ); // Determine sideways movement ComputeSideMove( cmd ); // Determine vertical movement ComputeUpwardMove( cmd ); // Determine forward movement ComputeForwardMove( cmd ); // Scale based on holding speed key or having too fast of a velocity based on client maximum // speed. ScaleMovements( cmd ); // Allow mice and other controllers to add their inputs ControllerMove( frametime, cmd ); #ifdef SIXENSE g_pSixenseInput->SixenseFrame( frametime, cmd ); if( g_pSixenseInput->IsEnabled() ) { g_pSixenseInput->SetView( frametime, cmd ); } #endif } // Retreive view angles from engine ( could have been set in IN_AdjustAngles above ) engine->GetViewAngles( viewangles ); // Set button and flag bits, don't blow away state #ifdef SIXENSE if( g_pSixenseInput->IsEnabled() ) { // Some buttons were set in SixenseUpdateKeys, so or in any real keypresses cmd->buttons |= GetButtonBits( 0 ); } else { cmd->buttons = GetButtonBits( 0 ); } #else cmd->buttons = GetButtonBits( 0 ); #endif // Use new view angles if alive, otherwise user last angles we stored off. if ( g_iAlive ) { VectorCopy( viewangles, cmd->viewangles ); VectorCopy( viewangles, m_angPreviousViewAngles ); } else { VectorCopy( m_angPreviousViewAngles, cmd->viewangles ); } // Let the move manager override anything it wants to. if ( g_pClientMode->CreateMove( frametime, cmd ) ) { // Get current view angles after the client mode tweaks with it engine->SetViewAngles( cmd->viewangles ); prediction->SetLocalViewAngles( cmd->viewangles ); } // Let the headtracker override the view at the very end of the process so // that vehicles and other stuff in g_pClientMode->CreateMove can override // first if ( active && UseVR() ) { C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer(); if( pPlayer && !pPlayer->GetVehicle() ) { QAngle curViewangles, newViewangles; Vector curMotion, newMotion; engine->GetViewAngles( curViewangles ); curMotion.Init ( cmd->forwardmove, cmd->sidemove, cmd->upmove ); g_ClientVirtualReality.OverridePlayerMotion ( frametime, originalViewangles, curViewangles, curMotion, &newViewangles, &newMotion ); engine->SetViewAngles( newViewangles ); cmd->forwardmove = newMotion[0]; cmd->sidemove = newMotion[1]; cmd->upmove = newMotion[2]; cmd->viewangles = newViewangles; prediction->SetLocalViewAngles( cmd->viewangles ); } } }
void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active ) { CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ]; CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ]; cmd->Reset(); cmd->command_number = sequence_number; cmd->tick_count = gpGlobals->tickcount; QAngle viewangles; if ( active || sv_noclipduringpause.GetInt() ) { // Determine view angles AdjustAngles ( input_sample_frametime ); // Determine sideways movement ComputeSideMove( cmd ); // Determine vertical movement ComputeUpwardMove( cmd ); // Determine forward movement ComputeForwardMove( cmd ); // Scale based on holding speed key or having too fast of a velocity based on client maximum // speed. ScaleMovements( cmd ); // Allow mice and other controllers to add their inputs ControllerMove( input_sample_frametime, cmd ); } else { // need to run and reset mouse input so that there is no view pop when unpausing if ( !m_fCameraInterceptingMouse && m_fMouseActive ) { float mx, my; GetAccumulatedMouseDeltasAndResetAccumulators( &mx, &my ); ResetMouse(); } } // Retreive view angles from engine ( could have been set in IN_AdjustAngles above ) engine->GetViewAngles( viewangles ); // Latch and clear impulse cmd->impulse = in_impulse; in_impulse = 0; // Latch and clear weapon selection if ( m_hSelectedWeapon != NULL ) { C_BaseCombatWeapon *weapon = m_hSelectedWeapon; cmd->weaponselect = weapon->entindex(); cmd->weaponsubtype = weapon->GetSubType(); // Always clear weapon selection m_hSelectedWeapon = NULL; } // Set button and flag bits cmd->buttons = GetButtonBits( 1 ); // Using joystick? if ( in_joystick.GetInt() ) { if ( cmd->forwardmove > 0 ) { cmd->buttons |= IN_FORWARD; } else if ( cmd->forwardmove < 0 ) { cmd->buttons |= IN_BACK; } } // Use new view angles if alive, otherwise user last angles we stored off. if ( g_iAlive ) { VectorCopy( viewangles, cmd->viewangles ); VectorCopy( viewangles, m_angPreviousViewAngles ); } else { VectorCopy( m_angPreviousViewAngles, cmd->viewangles ); } // Let the move manager override anything it wants to. if ( g_pClientMode->CreateMove( input_sample_frametime, cmd ) ) { // Get current view angles after the client mode tweaks with it engine->SetViewAngles( cmd->viewangles ); } m_flLastForwardMove = cmd->forwardmove; cmd->random_seed = MD5_PseudoRandom( sequence_number ) & 0x7fffffff; HLTVCamera()->CreateMove( cmd ); #if defined( HL2_CLIENT_DLL ) // copy backchannel data int i; for (i = 0; i < m_EntityGroundContact.Count(); i++) { cmd->entitygroundcontact.AddToTail( m_EntityGroundContact[i] ); } m_EntityGroundContact.RemoveAll(); #endif pVerified->m_cmd = *cmd; pVerified->m_crc = cmd->GetChecksum(); }
void CCamera::SetAngles( vec3_t angles ) { VectorCopy( m_angles , angles ); AdjustAngles(); }
void CCamera::RotateAngles( vec3_t rotate ) { VectorAdd( m_angles , m_angles , rotate ); AdjustAngles(); }