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https://github.com/ddnet/ddnet.git
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Feature: Separate inputs for dummy and player
This commit is contained in:
parent
0d5790b8cd
commit
5b1c866b35
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@ -305,7 +305,8 @@ CClient::CClient() : m_DemoPlayer(&m_SnapshotDelta), m_DemoRecorder(&m_SnapshotD
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m_CurrentServerInfoRequestTime = -1;
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m_CurrentServerInfoRequestTime = -1;
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m_CurrentInput = 0;
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m_CurrentInput[0] = 0;
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m_CurrentInput[1] = 0;
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m_LastDummy = 0;
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m_LastDummy = 0;
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m_LastDummy2 = 0;
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m_LastDummy2 = 0;
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m_LocalIDs[0] = 0;
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m_LocalIDs[0] = 0;
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@ -440,7 +441,7 @@ void CClient::SendInput()
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return;
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return;
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// fetch input
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// fetch input
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int Size = GameClient()->OnSnapInput(m_aInputs[m_CurrentInput].m_aData);
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int Size = GameClient()->OnSnapInput(m_aInputs[g_Config.m_ClDummy][m_CurrentInput[g_Config.m_ClDummy]].m_aData);
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if(Size)
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if(Size)
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{
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{
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@ -450,22 +451,22 @@ void CClient::SendInput()
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Msg.AddInt(m_PredTick[g_Config.m_ClDummy]);
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Msg.AddInt(m_PredTick[g_Config.m_ClDummy]);
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Msg.AddInt(Size);
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Msg.AddInt(Size);
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m_aInputs[m_CurrentInput].m_Tick = m_PredTick[g_Config.m_ClDummy];
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m_aInputs[g_Config.m_ClDummy][m_CurrentInput[g_Config.m_ClDummy]].m_Tick = m_PredTick[g_Config.m_ClDummy];
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m_aInputs[m_CurrentInput].m_PredictedTime = m_PredictedTime.Get(Now);
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m_aInputs[g_Config.m_ClDummy][m_CurrentInput[g_Config.m_ClDummy]].m_PredictedTime = m_PredictedTime.Get(Now);
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m_aInputs[m_CurrentInput].m_Time = Now;
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m_aInputs[g_Config.m_ClDummy][m_CurrentInput[g_Config.m_ClDummy]].m_Time = Now;
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// pack it
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// pack it
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for(int i = 0; i < Size/4; i++)
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for(int i = 0; i < Size/4; i++)
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Msg.AddInt(m_aInputs[m_CurrentInput].m_aData[i]);
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Msg.AddInt(m_aInputs[g_Config.m_ClDummy][m_CurrentInput[g_Config.m_ClDummy]].m_aData[i]);
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m_CurrentInput++;
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m_CurrentInput[g_Config.m_ClDummy]++;
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m_CurrentInput%=200;
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m_CurrentInput[g_Config.m_ClDummy]%=200;
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SendMsgEx(&Msg, MSGFLAG_FLUSH);
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SendMsgEx(&Msg, MSGFLAG_FLUSH);
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if(m_LastDummy != g_Config.m_ClDummy)
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if(m_LastDummy != g_Config.m_ClDummy)
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{
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{
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mem_copy(&DummyInput, &m_aInputs[(m_CurrentInput+200-2)%200], sizeof(DummyInput));
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mem_copy(&DummyInput, &m_aInputs[!g_Config.m_ClDummy][(m_CurrentInput[!g_Config.m_ClDummy]+200-2)%200], sizeof(DummyInput));
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m_LastDummy = g_Config.m_ClDummy;
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m_LastDummy = g_Config.m_ClDummy;
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}
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}
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}
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}
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@ -544,12 +545,12 @@ int *CClient::GetInput(int Tick)
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int Best = -1;
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int Best = -1;
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for(int i = 0; i < 200; i++)
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for(int i = 0; i < 200; i++)
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{
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{
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if(m_aInputs[i].m_Tick <= Tick && (Best == -1 || m_aInputs[Best].m_Tick < m_aInputs[i].m_Tick))
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if(m_aInputs[g_Config.m_ClDummy][i].m_Tick <= Tick && (Best == -1 || m_aInputs[g_Config.m_ClDummy][Best].m_Tick < m_aInputs[g_Config.m_ClDummy][i].m_Tick))
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Best = i;
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Best = i;
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}
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}
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if(Best != -1)
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if(Best != -1)
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return (int *)m_aInputs[Best].m_aData;
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return (int *)m_aInputs[g_Config.m_ClDummy][Best].m_aData;
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return 0;
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return 0;
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}
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}
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@ -577,8 +578,12 @@ void CClient::OnEnterGame()
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// reset input
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// reset input
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int i;
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int i;
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for(i = 0; i < 200; i++)
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for(i = 0; i < 200; i++)
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m_aInputs[i].m_Tick = -1;
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{
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m_CurrentInput = 0;
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m_aInputs[0][i].m_Tick = -1;
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m_aInputs[1][i].m_Tick = -1;
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}
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m_CurrentInput[0] = 0;
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m_CurrentInput[1] = 0;
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// reset snapshots
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// reset snapshots
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m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] = 0;
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m_aSnapshots[g_Config.m_ClDummy][SNAP_CURRENT] = 0;
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@ -1508,9 +1513,9 @@ void CClient::ProcessServerPacket(CNetChunk *pPacket)
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int64 Target = 0;
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int64 Target = 0;
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for(int k = 0; k < 200; k++)
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for(int k = 0; k < 200; k++)
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{
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{
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if(m_aInputs[k].m_Tick == InputPredTick)
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if(m_aInputs[g_Config.m_ClDummy][k].m_Tick == InputPredTick)
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{
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{
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Target = m_aInputs[k].m_PredictedTime + (Now - m_aInputs[k].m_Time);
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Target = m_aInputs[g_Config.m_ClDummy][k].m_PredictedTime + (Now - m_aInputs[g_Config.m_ClDummy][k].m_Time);
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Target = Target - (int64)(((TimeLeft-PREDICTION_MARGIN)/1000.0f)*time_freq());
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Target = Target - (int64)(((TimeLeft-PREDICTION_MARGIN)/1000.0f)*time_freq());
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break;
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break;
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}
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}
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@ -142,9 +142,9 @@ class CClient : public IClient, public CDemoPlayer::IListner
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int m_Tick; // the tick that the input is for
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int m_Tick; // the tick that the input is for
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int64 m_PredictedTime; // prediction latency when we sent this input
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int64 m_PredictedTime; // prediction latency when we sent this input
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int64 m_Time;
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int64 m_Time;
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} m_aInputs[200];
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} m_aInputs[2][200];
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int m_CurrentInput;
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int m_CurrentInput[2];
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bool m_LastDummy;
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bool m_LastDummy;
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bool m_LastDummy2;
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bool m_LastDummy2;
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CNetObj_PlayerInput DummyInput;
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CNetObj_PlayerInput DummyInput;
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@ -31,11 +31,11 @@ void CCamera::OnRender()
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{
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{
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if(m_CamType != CAMTYPE_SPEC)
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if(m_CamType != CAMTYPE_SPEC)
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{
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{
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m_pClient->m_pControls->m_MousePos = m_PrevCenter;
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m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy] = m_PrevCenter;
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m_pClient->m_pControls->ClampMousePos();
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m_pClient->m_pControls->ClampMousePos();
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m_CamType = CAMTYPE_SPEC;
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m_CamType = CAMTYPE_SPEC;
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}
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}
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m_Center = m_pClient->m_pControls->m_MousePos;
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m_Center = m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy];
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}
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}
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else
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else
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{
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{
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@ -47,14 +47,14 @@ void CCamera::OnRender()
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vec2 CameraOffset(0, 0);
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vec2 CameraOffset(0, 0);
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float l = length(m_pClient->m_pControls->m_MousePos);
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float l = length(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy]);
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if(l > 0.0001f) // make sure that this isn't 0
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if(l > 0.0001f) // make sure that this isn't 0
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{
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{
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float DeadZone = g_Config.m_ClMouseDeadzone;
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float DeadZone = g_Config.m_ClMouseDeadzone;
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float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
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float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
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float OffsetAmount = max(l-DeadZone, 0.0f) * FollowFactor;
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float OffsetAmount = max(l-DeadZone, 0.0f) * FollowFactor;
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CameraOffset = normalize(m_pClient->m_pControls->m_MousePos)*OffsetAmount;
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CameraOffset = normalize(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy])*OffsetAmount;
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}
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}
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if(m_pClient->m_Snap.m_SpecInfo.m_Active)
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if(m_pClient->m_Snap.m_SpecInfo.m_Active)
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@ -25,17 +25,17 @@ CControls::CControls()
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void CControls::OnReset()
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void CControls::OnReset()
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{
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{
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m_LastData.m_Direction = 0;
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m_LastData[g_Config.m_ClDummy].m_Direction = 0;
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//m_LastData.m_Hook = 0;
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//m_LastData.m_Hook = 0;
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// simulate releasing the fire button
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// simulate releasing the fire button
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if((m_LastData.m_Fire&1) != 0)
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if((m_LastData[g_Config.m_ClDummy].m_Fire&1) != 0)
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m_LastData.m_Fire++;
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m_LastData[g_Config.m_ClDummy].m_Fire++;
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m_LastData.m_Fire &= INPUT_STATE_MASK;
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m_LastData[g_Config.m_ClDummy].m_Fire &= INPUT_STATE_MASK;
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m_LastData.m_Jump = 0;
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m_LastData[g_Config.m_ClDummy].m_Jump = 0;
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m_InputData = m_LastData;
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m_InputData[g_Config.m_ClDummy] = m_LastData[g_Config.m_ClDummy];
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m_InputDirectionLeft = 0;
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m_InputDirectionLeft[g_Config.m_ClDummy] = 0;
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m_InputDirectionRight = 0;
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m_InputDirectionRight[g_Config.m_ClDummy] = 0;
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}
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}
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void CControls::OnRelease()
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void CControls::OnRelease()
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@ -45,17 +45,34 @@ void CControls::OnRelease()
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void CControls::OnPlayerDeath()
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void CControls::OnPlayerDeath()
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{
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{
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m_LastData.m_WantedWeapon = m_InputData.m_WantedWeapon = 0;
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m_LastData[g_Config.m_ClDummy].m_WantedWeapon = m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0;
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}
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}
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struct CInputState
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{
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CControls *m_pControls;
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int *m_pVariable1;
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int *m_pVariable2;
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};
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static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
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static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
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{
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{
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((int *)pUserData)[0] = pResult->GetInteger(0);
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CInputState *pState = (CInputState *)pUserData;
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if (g_Config.m_ClDummy)
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*pState->m_pVariable2 = pResult->GetInteger(0);
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else
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*pState->m_pVariable1 = pResult->GetInteger(0);
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}
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}
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static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
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static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
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{
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{
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int *v = (int *)pUserData;
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CInputState *pState = (CInputState *)pUserData;
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int *v;
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if (g_Config.m_ClDummy)
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v = pState->m_pVariable2;
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else
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v = pState->m_pVariable1;
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if(((*v)&1) != pResult->GetInteger(0))
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if(((*v)&1) != pResult->GetInteger(0))
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(*v)++;
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(*v)++;
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*v &= INPUT_STATE_MASK;
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*v &= INPUT_STATE_MASK;
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@ -64,7 +81,8 @@ static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
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struct CInputSet
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struct CInputSet
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{
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{
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CControls *m_pControls;
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CControls *m_pControls;
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int *m_pVariable;
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int *m_pVariable1;
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int *m_pVariable2;
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int m_Value;
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int m_Value;
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};
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};
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@ -72,34 +90,39 @@ static void ConKeyInputSet(IConsole::IResult *pResult, void *pUserData)
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{
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{
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CInputSet *pSet = (CInputSet *)pUserData;
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CInputSet *pSet = (CInputSet *)pUserData;
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if(pResult->GetInteger(0))
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if(pResult->GetInteger(0))
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*pSet->m_pVariable = pSet->m_Value;
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{
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if (g_Config.m_ClDummy)
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*pSet->m_pVariable2 = pSet->m_Value;
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else
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*pSet->m_pVariable1 = pSet->m_Value;
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}
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}
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}
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static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData)
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static void ConKeyInputNextPrevWeapon(IConsole::IResult *pResult, void *pUserData)
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{
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{
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CInputSet *pSet = (CInputSet *)pUserData;
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CInputSet *pSet = (CInputSet *)pUserData;
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ConKeyInputCounter(pResult, pSet->m_pVariable);
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ConKeyInputCounter(pResult, pSet);
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pSet->m_pControls->m_InputData.m_WantedWeapon = 0;
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pSet->m_pControls->m_InputData[g_Config.m_ClDummy].m_WantedWeapon = 0;
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}
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}
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void CControls::OnConsoleInit()
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void CControls::OnConsoleInit()
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{
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{
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// game commands
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// game commands
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Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputDirectionLeft, "Move left");
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{ static CInputState s_State = {this, &m_InputDirectionLeft[0], &m_InputDirectionLeft[1]}; Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move left"); }
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Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputDirectionRight, "Move right");
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{ static CInputState s_State = {this, &m_InputDirectionRight[0], &m_InputDirectionRight[1]}; Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Move right"); }
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Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputData.m_Jump, "Jump");
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{ static CInputState s_State = {this, &m_InputData[0].m_Jump, &m_InputData[1].m_Jump}; Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Jump"); }
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Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, &m_InputData.m_Hook, "Hook");
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{ static CInputState s_State = {this, &m_InputData[0].m_Hook, &m_InputData[1].m_Hook}; Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Hook"); }
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Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, &m_InputData.m_Fire, "Fire");
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{ static CInputState s_State = {this, &m_InputData[0].m_Fire, &m_InputData[1].m_Fire}; Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, (void *)&s_State, "Fire"); }
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Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, &m_ShowHookColl, "Show Hook Collision");
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{ static CInputState s_State = {this, &m_ShowHookColl[0], &m_ShowHookColl[1]}; Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "Show Hook Collision"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[0].m_WantedWeapon, 1}; Console()->Register("+weapon1", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to hammer"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[0].m_WantedWeapon, 2}; Console()->Register("+weapon2", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to gun"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[0].m_WantedWeapon, 3}; Console()->Register("+weapon3", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to shotgun"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[0].m_WantedWeapon, 4}; Console()->Register("+weapon4", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to grenade"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_WantedWeapon, &m_InputData[0].m_WantedWeapon, 5}; Console()->Register("+weapon5", "", CFGFLAG_CLIENT, ConKeyInputSet, (void *)&s_Set, "Switch to rifle"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
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{ static CInputSet s_Set = {this, &m_InputData[0].m_NextWeapon, &m_InputData[0].m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
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{ static CInputSet s_Set = {this, &m_InputData.m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); }
|
{ static CInputSet s_Set = {this, &m_InputData[0].m_PrevWeapon, &m_InputData[0].m_PrevWeapon, 0}; Console()->Register("+prevweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to previous weapon"); }
|
||||||
}
|
}
|
||||||
|
|
||||||
void CControls::OnMessage(int Msg, void *pRawMsg)
|
void CControls::OnMessage(int Msg, void *pRawMsg)
|
||||||
|
@ -108,7 +131,7 @@ void CControls::OnMessage(int Msg, void *pRawMsg)
|
||||||
{
|
{
|
||||||
CNetMsg_Sv_WeaponPickup *pMsg = (CNetMsg_Sv_WeaponPickup *)pRawMsg;
|
CNetMsg_Sv_WeaponPickup *pMsg = (CNetMsg_Sv_WeaponPickup *)pRawMsg;
|
||||||
if(g_Config.m_ClAutoswitchWeapons)
|
if(g_Config.m_ClAutoswitchWeapons)
|
||||||
m_InputData.m_WantedWeapon = pMsg->m_Weapon+1;
|
m_InputData[g_Config.m_ClDummy].m_WantedWeapon = pMsg->m_Weapon+1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -119,29 +142,29 @@ int CControls::SnapInput(int *pData)
|
||||||
|
|
||||||
// update player state
|
// update player state
|
||||||
if(m_pClient->m_pChat->IsActive())
|
if(m_pClient->m_pChat->IsActive())
|
||||||
m_InputData.m_PlayerFlags = PLAYERFLAG_CHATTING;
|
m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_CHATTING;
|
||||||
else if(m_pClient->m_pMenus->IsActive())
|
else if(m_pClient->m_pMenus->IsActive())
|
||||||
m_InputData.m_PlayerFlags = PLAYERFLAG_IN_MENU;
|
m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_IN_MENU;
|
||||||
else
|
else
|
||||||
m_InputData.m_PlayerFlags = PLAYERFLAG_PLAYING;
|
m_InputData[g_Config.m_ClDummy].m_PlayerFlags = PLAYERFLAG_PLAYING;
|
||||||
|
|
||||||
if(m_pClient->m_pScoreboard->Active())
|
if(m_pClient->m_pScoreboard->Active())
|
||||||
m_InputData.m_PlayerFlags |= PLAYERFLAG_SCOREBOARD;
|
m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_SCOREBOARD;
|
||||||
|
|
||||||
if (m_pClient->m_pControls->m_ShowHookColl)
|
if (m_pClient->m_pControls->m_ShowHookColl[g_Config.m_ClDummy])
|
||||||
m_InputData.m_PlayerFlags |= PLAYERFLAG_AIM;
|
m_InputData[g_Config.m_ClDummy].m_PlayerFlags |= PLAYERFLAG_AIM;
|
||||||
|
|
||||||
if(m_LastData.m_PlayerFlags != m_InputData.m_PlayerFlags)
|
if(m_LastData[g_Config.m_ClDummy].m_PlayerFlags != m_InputData[g_Config.m_ClDummy].m_PlayerFlags)
|
||||||
Send = true;
|
Send = true;
|
||||||
|
|
||||||
m_LastData.m_PlayerFlags = m_InputData.m_PlayerFlags;
|
m_LastData[g_Config.m_ClDummy].m_PlayerFlags = m_InputData[g_Config.m_ClDummy].m_PlayerFlags;
|
||||||
|
|
||||||
// we freeze the input if chat or menu is activated
|
// we freeze the input if chat or menu is activated
|
||||||
if(!(m_InputData.m_PlayerFlags&PLAYERFLAG_PLAYING))
|
if(!(m_InputData[g_Config.m_ClDummy].m_PlayerFlags&PLAYERFLAG_PLAYING))
|
||||||
{
|
{
|
||||||
OnReset();
|
OnReset();
|
||||||
|
|
||||||
mem_copy(pData, &m_InputData, sizeof(m_InputData));
|
mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));
|
||||||
|
|
||||||
// send once a second just to be sure
|
// send once a second just to be sure
|
||||||
if(time_get() > LastSendTime + time_freq())
|
if(time_get() > LastSendTime + time_freq())
|
||||||
|
@ -150,82 +173,74 @@ int CControls::SnapInput(int *pData)
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
||||||
m_InputData.m_TargetX = (int)m_MousePos.x;
|
m_InputData[g_Config.m_ClDummy].m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x;
|
||||||
m_InputData.m_TargetY = (int)m_MousePos.y;
|
m_InputData[g_Config.m_ClDummy].m_TargetY = (int)m_MousePos[g_Config.m_ClDummy].y;
|
||||||
if(!m_InputData.m_TargetX && !m_InputData.m_TargetY)
|
if(!m_InputData[g_Config.m_ClDummy].m_TargetX && !m_InputData[g_Config.m_ClDummy].m_TargetY)
|
||||||
{
|
{
|
||||||
m_InputData.m_TargetX = 1;
|
m_InputData[g_Config.m_ClDummy].m_TargetX = 1;
|
||||||
m_MousePos.x = 1;
|
m_MousePos[g_Config.m_ClDummy].x = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// set direction
|
// set direction
|
||||||
m_InputData.m_Direction = 0;
|
m_InputData[g_Config.m_ClDummy].m_Direction = 0;
|
||||||
if(m_InputDirectionLeft && !m_InputDirectionRight)
|
if(m_InputDirectionLeft[g_Config.m_ClDummy] && !m_InputDirectionRight[g_Config.m_ClDummy])
|
||||||
m_InputData.m_Direction = -1;
|
m_InputData[g_Config.m_ClDummy].m_Direction = -1;
|
||||||
if(!m_InputDirectionLeft && m_InputDirectionRight)
|
if(!m_InputDirectionLeft[g_Config.m_ClDummy] && m_InputDirectionRight[g_Config.m_ClDummy])
|
||||||
m_InputData.m_Direction = 1;
|
m_InputData[g_Config.m_ClDummy].m_Direction = 1;
|
||||||
|
|
||||||
// stress testing
|
// stress testing
|
||||||
if(g_Config.m_DbgStress)
|
if(g_Config.m_DbgStress)
|
||||||
{
|
{
|
||||||
float t = Client()->LocalTime();
|
float t = Client()->LocalTime();
|
||||||
mem_zero(&m_InputData, sizeof(m_InputData));
|
mem_zero(&m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));
|
||||||
|
|
||||||
m_InputData.m_Direction = ((int)t/2)&1;
|
m_InputData[g_Config.m_ClDummy].m_Direction = ((int)t/2)&1;
|
||||||
m_InputData.m_Jump = ((int)t);
|
m_InputData[g_Config.m_ClDummy].m_Jump = ((int)t);
|
||||||
m_InputData.m_Fire = ((int)(t*10));
|
m_InputData[g_Config.m_ClDummy].m_Fire = ((int)(t*10));
|
||||||
m_InputData.m_Hook = ((int)(t*2))&1;
|
m_InputData[g_Config.m_ClDummy].m_Hook = ((int)(t*2))&1;
|
||||||
m_InputData.m_WantedWeapon = ((int)t)%NUM_WEAPONS;
|
m_InputData[g_Config.m_ClDummy].m_WantedWeapon = ((int)t)%NUM_WEAPONS;
|
||||||
m_InputData.m_TargetX = (int)(sinf(t*3)*100.0f);
|
m_InputData[g_Config.m_ClDummy].m_TargetX = (int)(sinf(t*3)*100.0f);
|
||||||
m_InputData.m_TargetY = (int)(cosf(t*3)*100.0f);
|
m_InputData[g_Config.m_ClDummy].m_TargetY = (int)(cosf(t*3)*100.0f);
|
||||||
}
|
|
||||||
|
|
||||||
if (g_Config.m_ClDummy != m_LastDummy)
|
|
||||||
{
|
|
||||||
int tmp = m_OtherFire;
|
|
||||||
m_OtherFire = m_InputData.m_Fire;
|
|
||||||
m_InputData.m_Fire = tmp;
|
|
||||||
m_LastDummy = g_Config.m_ClDummy;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// check if we need to send input
|
// check if we need to send input
|
||||||
if(m_InputData.m_Direction != m_LastData.m_Direction) Send = true;
|
if(m_InputData[g_Config.m_ClDummy].m_Direction != m_LastData[g_Config.m_ClDummy].m_Direction) Send = true;
|
||||||
else if(m_InputData.m_Jump != m_LastData.m_Jump) Send = true;
|
else if(m_InputData[g_Config.m_ClDummy].m_Jump != m_LastData[g_Config.m_ClDummy].m_Jump) Send = true;
|
||||||
else if(m_InputData.m_Fire != m_LastData.m_Fire) Send = true;
|
else if(m_InputData[g_Config.m_ClDummy].m_Fire != m_LastData[g_Config.m_ClDummy].m_Fire) Send = true;
|
||||||
else if(m_InputData.m_Hook != m_LastData.m_Hook) Send = true;
|
else if(m_InputData[g_Config.m_ClDummy].m_Hook != m_LastData[g_Config.m_ClDummy].m_Hook) Send = true;
|
||||||
else if(m_InputData.m_WantedWeapon != m_LastData.m_WantedWeapon) Send = true;
|
else if(m_InputData[g_Config.m_ClDummy].m_WantedWeapon != m_LastData[g_Config.m_ClDummy].m_WantedWeapon) Send = true;
|
||||||
else if(m_InputData.m_NextWeapon != m_LastData.m_NextWeapon) Send = true;
|
else if(m_InputData[g_Config.m_ClDummy].m_NextWeapon != m_LastData[g_Config.m_ClDummy].m_NextWeapon) Send = true;
|
||||||
else if(m_InputData.m_PrevWeapon != m_LastData.m_PrevWeapon) Send = true;
|
else if(m_InputData[g_Config.m_ClDummy].m_PrevWeapon != m_LastData[g_Config.m_ClDummy].m_PrevWeapon) Send = true;
|
||||||
|
|
||||||
// send at at least 10hz
|
// send at at least 10hz
|
||||||
if(time_get() > LastSendTime + time_freq()/25)
|
if(time_get() > LastSendTime + time_freq()/25)
|
||||||
Send = true;
|
Send = true;
|
||||||
|
|
||||||
if(m_pClient->m_Snap.m_pLocalCharacter && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon == WEAPON_NINJA
|
if(m_pClient->m_Snap.m_pLocalCharacter && m_pClient->m_Snap.m_pLocalCharacter->m_Weapon == WEAPON_NINJA
|
||||||
&& (m_InputData.m_Direction || m_InputData.m_Jump || m_InputData.m_Hook))
|
&& (m_InputData[g_Config.m_ClDummy].m_Direction || m_InputData[g_Config.m_ClDummy].m_Jump || m_InputData[g_Config.m_ClDummy].m_Hook))
|
||||||
Send = true;
|
Send = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// copy and return size
|
// copy and return size
|
||||||
m_LastData = m_InputData;
|
m_LastData[g_Config.m_ClDummy] = m_InputData[g_Config.m_ClDummy];
|
||||||
|
|
||||||
if(!Send)
|
if(!Send)
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
LastSendTime = time_get();
|
LastSendTime = time_get();
|
||||||
mem_copy(pData, &m_InputData, sizeof(m_InputData));
|
mem_copy(pData, &m_InputData[g_Config.m_ClDummy], sizeof(m_InputData[0]));
|
||||||
return sizeof(m_InputData);
|
return sizeof(m_InputData[0]);
|
||||||
}
|
}
|
||||||
|
|
||||||
void CControls::OnRender()
|
void CControls::OnRender()
|
||||||
{
|
{
|
||||||
// update target pos
|
// update target pos
|
||||||
if(m_pClient->m_Snap.m_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active)
|
if(m_pClient->m_Snap.m_pGameInfoObj && !m_pClient->m_Snap.m_SpecInfo.m_Active)
|
||||||
m_TargetPos = m_pClient->m_LocalCharacterPos + m_MousePos;
|
m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_LocalCharacterPos + m_MousePos[g_Config.m_ClDummy];
|
||||||
else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
|
else if(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
|
||||||
m_TargetPos = m_pClient->m_Snap.m_SpecInfo.m_Position + m_MousePos;
|
m_TargetPos[g_Config.m_ClDummy] = m_pClient->m_Snap.m_SpecInfo.m_Position + m_MousePos[g_Config.m_ClDummy];
|
||||||
else
|
else
|
||||||
m_TargetPos = m_MousePos;
|
m_TargetPos[g_Config.m_ClDummy] = m_MousePos[g_Config.m_ClDummy];
|
||||||
}
|
}
|
||||||
|
|
||||||
bool CControls::OnMouseMove(float x, float y)
|
bool CControls::OnMouseMove(float x, float y)
|
||||||
|
@ -234,7 +249,7 @@ bool CControls::OnMouseMove(float x, float y)
|
||||||
(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_pChat->IsActive()))
|
(m_pClient->m_Snap.m_SpecInfo.m_Active && m_pClient->m_pChat->IsActive()))
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
m_MousePos += vec2(x, y); // TODO: ugly
|
m_MousePos[g_Config.m_ClDummy] += vec2(x, y); // TODO: ugly
|
||||||
ClampMousePos();
|
ClampMousePos();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
@ -244,8 +259,8 @@ void CControls::ClampMousePos()
|
||||||
{
|
{
|
||||||
if(m_pClient->m_Snap.m_SpecInfo.m_Active && !m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
|
if(m_pClient->m_Snap.m_SpecInfo.m_Active && !m_pClient->m_Snap.m_SpecInfo.m_UsePosition)
|
||||||
{
|
{
|
||||||
m_MousePos.x = clamp(m_MousePos.x, 200.0f, Collision()->GetWidth()*32-200.0f);
|
m_MousePos[g_Config.m_ClDummy].x = clamp(m_MousePos[g_Config.m_ClDummy].x, 200.0f, Collision()->GetWidth()*32-200.0f);
|
||||||
m_MousePos.y = clamp(m_MousePos.y, 200.0f, Collision()->GetHeight()*32-200.0f);
|
m_MousePos[g_Config.m_ClDummy].y = clamp(m_MousePos[g_Config.m_ClDummy].y, 200.0f, Collision()->GetHeight()*32-200.0f);
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -254,7 +269,7 @@ void CControls::ClampMousePos()
|
||||||
float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
|
float FollowFactor = g_Config.m_ClMouseFollowfactor/100.0f;
|
||||||
float MouseMax = min(CameraMaxDistance/FollowFactor + g_Config.m_ClMouseDeadzone, (float)g_Config.m_ClMouseMaxDistance);
|
float MouseMax = min(CameraMaxDistance/FollowFactor + g_Config.m_ClMouseDeadzone, (float)g_Config.m_ClMouseMaxDistance);
|
||||||
|
|
||||||
if(length(m_MousePos) > MouseMax)
|
if(length(m_MousePos[g_Config.m_ClDummy]) > MouseMax)
|
||||||
m_MousePos = normalize(m_MousePos)*MouseMax;
|
m_MousePos[g_Config.m_ClDummy] = normalize(m_MousePos[g_Config.m_ClDummy])*MouseMax;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,14 +8,14 @@
|
||||||
class CControls : public CComponent
|
class CControls : public CComponent
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
vec2 m_MousePos;
|
vec2 m_MousePos[2];
|
||||||
vec2 m_TargetPos;
|
vec2 m_TargetPos[2];
|
||||||
|
|
||||||
CNetObj_PlayerInput m_InputData;
|
CNetObj_PlayerInput m_InputData[2];
|
||||||
CNetObj_PlayerInput m_LastData;
|
CNetObj_PlayerInput m_LastData[2];
|
||||||
int m_InputDirectionLeft;
|
int m_InputDirectionLeft[2];
|
||||||
int m_InputDirectionRight;
|
int m_InputDirectionRight[2];
|
||||||
int m_ShowHookColl;
|
int m_ShowHookColl[2];
|
||||||
int m_LastDummy;
|
int m_LastDummy;
|
||||||
int m_OtherFire;
|
int m_OtherFire;
|
||||||
|
|
||||||
|
|
|
@ -400,7 +400,7 @@ void CHud::RenderCursor()
|
||||||
// render cursor
|
// render cursor
|
||||||
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS].m_pSpriteCursor);
|
RenderTools()->SelectSprite(g_pData->m_Weapons.m_aId[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS].m_pSpriteCursor);
|
||||||
float CursorSize = 64;
|
float CursorSize = 64;
|
||||||
RenderTools()->DrawSprite(m_pClient->m_pControls->m_TargetPos.x, m_pClient->m_pControls->m_TargetPos.y, CursorSize);
|
RenderTools()->DrawSprite(m_pClient->m_pControls->m_TargetPos[g_Config.m_ClDummy].x, m_pClient->m_pControls->m_TargetPos[g_Config.m_ClDummy].y, CursorSize);
|
||||||
Graphics()->QuadsEnd();
|
Graphics()->QuadsEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -35,7 +35,7 @@ void CNamePlates::RenderNameplate(
|
||||||
{
|
{
|
||||||
float a = 1;
|
float a = 1;
|
||||||
if(g_Config.m_ClNameplatesAlways == 0)
|
if(g_Config.m_ClNameplatesAlways == 0)
|
||||||
a = clamp(1-powf(distance(m_pClient->m_pControls->m_TargetPos, Position)/200.0f,16.0f), 0.0f, 1.0f);
|
a = clamp(1-powf(distance(m_pClient->m_pControls->m_TargetPos[g_Config.m_ClDummy], Position)/200.0f,16.0f), 0.0f, 1.0f);
|
||||||
|
|
||||||
const char *pName = m_pClient->m_aClients[pPlayerInfo->m_ClientID].m_aName;
|
const char *pName = m_pClient->m_aClients[pPlayerInfo->m_ClientID].m_aName;
|
||||||
float tw = TextRender()->TextWidth(0, FontSize, pName, -1);
|
float tw = TextRender()->TextWidth(0, FontSize, pName, -1);
|
||||||
|
|
|
@ -410,7 +410,7 @@ void CPlayers::RenderPlayer(
|
||||||
if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
if(pInfo.m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
||||||
{
|
{
|
||||||
// just use the direct input if it's local player we are rendering
|
// just use the direct input if it's local player we are rendering
|
||||||
Angle = GetAngle(m_pClient->m_pControls->m_MousePos);
|
Angle = GetAngle(m_pClient->m_pControls->m_MousePos[g_Config.m_ClDummy]);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -544,7 +544,7 @@ void CPlayers::RenderPlayer(
|
||||||
vec2 ExDirection = Direction;
|
vec2 ExDirection = Direction;
|
||||||
|
|
||||||
if (pPlayerInfo->m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
if (pPlayerInfo->m_Local && Client()->State() != IClient::STATE_DEMOPLAYBACK)
|
||||||
ExDirection = normalize(vec2(m_pClient->m_pControls->m_InputData.m_TargetX, m_pClient->m_pControls->m_InputData.m_TargetY));
|
ExDirection = normalize(vec2(m_pClient->m_pControls->m_InputData[g_Config.m_ClDummy].m_TargetX, m_pClient->m_pControls->m_InputData[g_Config.m_ClDummy].m_TargetY));
|
||||||
|
|
||||||
Graphics()->TextureSet(-1);
|
Graphics()->TextureSet(-1);
|
||||||
vec2 initPos = Position;
|
vec2 initPos = Position;
|
||||||
|
@ -878,7 +878,7 @@ void CPlayers::RenderPlayer(
|
||||||
{
|
{
|
||||||
float a = 1;
|
float a = 1;
|
||||||
if(g_Config.m_ClNameplatesAlways == 0)
|
if(g_Config.m_ClNameplatesAlways == 0)
|
||||||
a = clamp(1-powf(distance(m_pClient->m_pControls->m_TargetPos, Position)/200.0f,16.0f), 0.0f, 1.0f);
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a = clamp(1-powf(distance(m_pClient->m_pControls->m_TargetPos[g_Config.m_ClDummy], Position)/200.0f,16.0f), 0.0f, 1.0f);
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|
||||||
const char *pName = m_pClient->m_aClients[pPlayerInfo->m_ClientID].m_aName;
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const char *pName = m_pClient->m_aClients[pPlayerInfo->m_ClientID].m_aName;
|
||||||
float tw = TextRender()->TextWidth(0, FontSize, pName, -1);
|
float tw = TextRender()->TextWidth(0, FontSize, pName, -1);
|
||||||
|
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Reference in a new issue