mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-10 10:08:18 +00:00
parent
0cf97df6f0
commit
607a27718e
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@ -311,7 +311,8 @@ 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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@ -466,7 +467,7 @@ 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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@ -476,23 +477,23 @@ 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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}
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}
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if(m_LastDummy != (bool)g_Config.m_ClDummy)
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if(m_LastDummy != (bool)g_Config.m_ClDummy)
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{
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{
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mem_copy(&DummyInput, &m_aInputs[(m_CurrentInput+200-1)%200], sizeof(DummyInput));
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mem_copy(&DummyInput, &m_aInputs[!g_Config.m_ClDummy][(m_CurrentInput[!g_Config.m_ClDummy]+200-1)%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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if (g_Config.m_ClDummyResetOnSwitch)
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if (g_Config.m_ClDummyResetOnSwitch)
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@ -580,12 +581,12 @@ 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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@ -613,8 +614,12 @@ 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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@ -1656,9 +1661,9 @@ 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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@ -146,9 +146,9 @@ 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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@ -63,17 +63,17 @@ 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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m_JoystickFirePressed = false;
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m_JoystickFirePressed = false;
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m_JoystickRunPressed = false;
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m_JoystickRunPressed = false;
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@ -85,7 +85,20 @@ void CControls::OnReset()
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void CControls::ResetDummyInput()
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void CControls::ResetDummyInput()
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{
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{
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m_LastData[!g_Config.m_ClDummy].m_Direction = 0;
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if(m_LastData[!g_Config.m_ClDummy].m_Fire & 1)
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m_LastData[!g_Config.m_ClDummy].m_Fire++;
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m_LastData[!g_Config.m_ClDummy].m_Hook = 0;
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m_LastData[!g_Config.m_ClDummy].m_Jump = 0;
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m_InputData[!g_Config.m_ClDummy].m_Direction = 0;
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if(m_InputData[!g_Config.m_ClDummy].m_Fire & 1)
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m_InputData[!g_Config.m_ClDummy].m_Fire++;
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m_InputData[!g_Config.m_ClDummy].m_Hook = 0;
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m_InputData[!g_Config.m_ClDummy].m_Jump = 0;
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m_InputDirectionLeft[!g_Config.m_ClDummy] = 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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@ -96,7 +109,7 @@ 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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if (g_Config.m_ClResetWantedWeaponOnDeath)
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if (g_Config.m_ClResetWantedWeaponOnDeath)
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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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for( int i = 0; i < NUM_WEAPONS; i++ )
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for( int i = 0; i < NUM_WEAPONS; i++ )
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m_AmmoCount[i] = 0;
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m_AmmoCount[i] = 0;
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m_JoystickTapTime = 0; // Do not launch hook on first tap
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m_JoystickTapTime = 0; // Do not launch hook on first tap
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@ -106,6 +119,7 @@ struct CInputState
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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_pVariable1;
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int *m_pVariable1;
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int *m_pVariable2;
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};
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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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@ -120,6 +134,9 @@ static void ConKeyInputState(IConsole::IResult *pResult, void *pUserData)
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if ((IsGameTypeRace || IsGameTypeDDRace) && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
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if ((IsGameTypeRace || IsGameTypeDDRace) && pState->m_pControls->GameClient()->m_Snap.m_SpecInfo.m_Active)
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return;
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return;
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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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*pState->m_pVariable1 = pResult->GetInteger(0);
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}
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}
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@ -136,6 +153,9 @@ static void ConKeyInputCounter(IConsole::IResult *pResult, void *pUserData)
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return;
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return;
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int *v;
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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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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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@ -147,6 +167,7 @@ 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_pVariable1;
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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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@ -154,34 +175,39 @@ 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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{
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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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*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);
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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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{ static CInputState s_State = {this, &m_InputDirectionLeft}; Console()->Register("+left", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "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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{ static CInputState s_State = {this, &m_InputDirectionRight}; Console()->Register("+right", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "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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{ static CInputState s_State = {this, &m_InputData.m_Jump}; Console()->Register("+jump", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "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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{ static CInputState s_State = {this, &m_InputData.m_Hook}; Console()->Register("+hook", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "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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{ static CInputState s_State = {this, &m_InputData.m_Fire}; Console()->Register("+fire", "", CFGFLAG_CLIENT, ConKeyInputCounter, (void *)&s_State, "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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{ static CInputState s_State = {this, &m_ShowHookColl}; Console()->Register("+showhookcoll", "", CFGFLAG_CLIENT, ConKeyInputState, (void *)&s_State, "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[1].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[1].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[1].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[1].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[1].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[1].m_NextWeapon, 0}; Console()->Register("+nextweapon", "", CFGFLAG_CLIENT, ConKeyInputNextPrevWeapon, (void *)&s_Set, "Switch to next weapon"); }
|
||||||
{ 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[1].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)
|
||||||
|
@ -190,7 +216,7 @@ 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;
|
||||||
// We don't really know ammo count, until we'll switch to that weapon, but any non-zero count will suffice here
|
// We don't really know ammo count, until we'll switch to that weapon, but any non-zero count will suffice here
|
||||||
m_AmmoCount[pMsg->m_Weapon%NUM_WEAPONS] = 10;
|
m_AmmoCount[pMsg->m_Weapon%NUM_WEAPONS] = 10;
|
||||||
}
|
}
|
||||||
|
@ -203,32 +229,32 @@ 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_InputData.m_PlayerFlags != PLAYERFLAG_PLAYING)
|
if(m_InputData[g_Config.m_ClDummy].m_PlayerFlags != PLAYERFLAG_PLAYING)
|
||||||
m_JoystickTapTime = 0; // Do not launch hook on first tap
|
m_JoystickTapTime = 0; // Do not launch hook on first tap
|
||||||
|
|
||||||
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())
|
||||||
|
@ -236,63 +262,63 @@ int CControls::SnapInput(int *pData)
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_InputData.m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x;
|
m_InputData[g_Config.m_ClDummy].m_TargetX = (int)m_MousePos[g_Config.m_ClDummy].x;
|
||||||
m_InputData.m_TargetY = (int)m_MousePos[g_Config.m_ClDummy].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[g_Config.m_ClDummy].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);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 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()
|
||||||
|
@ -325,10 +351,10 @@ void CControls::OnRender()
|
||||||
if( RunPressed )
|
if( RunPressed )
|
||||||
{
|
{
|
||||||
if( m_JoystickTapTime + time_freq() > CurTime ) // Tap in less than 1 second to jump
|
if( m_JoystickTapTime + time_freq() > CurTime ) // Tap in less than 1 second to jump
|
||||||
m_InputData.m_Jump = 1;
|
m_InputData[g_Config.m_ClDummy].m_Jump = 1;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
m_InputData.m_Jump = 0;
|
m_InputData[g_Config.m_ClDummy].m_Jump = 0;
|
||||||
m_JoystickTapTime = CurTime;
|
m_JoystickTapTime = CurTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -336,15 +362,15 @@ void CControls::OnRender()
|
||||||
|
|
||||||
if( RunPressed )
|
if( RunPressed )
|
||||||
{
|
{
|
||||||
m_InputDirectionLeft = (RunX < -JOYSTICK_RUN_DISTANCE);
|
m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -JOYSTICK_RUN_DISTANCE);
|
||||||
m_InputDirectionRight = (RunX > JOYSTICK_RUN_DISTANCE);
|
m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > JOYSTICK_RUN_DISTANCE);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Move 500ms in the same direction, to prevent speed bump when tapping
|
// Move 500ms in the same direction, to prevent speed bump when tapping
|
||||||
if( !RunPressed && m_JoystickTapTime + time_freq() / 2 > CurTime )
|
if( !RunPressed && m_JoystickTapTime + time_freq() / 2 > CurTime )
|
||||||
{
|
{
|
||||||
m_InputDirectionLeft = 0;
|
m_InputDirectionLeft[g_Config.m_ClDummy] = 0;
|
||||||
m_InputDirectionRight = 0;
|
m_InputDirectionRight[g_Config.m_ClDummy] = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
//dbg_msg("dbg", "RunPressed %d m_JoystickSwipeJumpClear %lld m_JoystickSwipeJumpY %d RunY %d cond %d",
|
//dbg_msg("dbg", "RunPressed %d m_JoystickSwipeJumpClear %lld m_JoystickSwipeJumpY %d RunY %d cond %d",
|
||||||
|
@ -355,11 +381,11 @@ void CControls::OnRender()
|
||||||
{
|
{
|
||||||
m_MousePos[g_Config.m_ClDummy] = vec2(HookX / 30, HookY / 30);
|
m_MousePos[g_Config.m_ClDummy] = vec2(HookX / 30, HookY / 30);
|
||||||
ClampMousePos();
|
ClampMousePos();
|
||||||
m_InputData.m_Hook = 1;
|
m_InputData[g_Config.m_ClDummy].m_Hook = 1;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_InputData.m_Hook = 0;
|
m_InputData[g_Config.m_ClDummy].m_Hook = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if( AimPressed )
|
if( AimPressed )
|
||||||
|
@ -373,9 +399,9 @@ void CControls::OnRender()
|
||||||
// Fire when releasing joystick
|
// Fire when releasing joystick
|
||||||
if( !AimPressed )
|
if( !AimPressed )
|
||||||
{
|
{
|
||||||
m_InputData.m_Fire ++;
|
m_InputData[g_Config.m_ClDummy].m_Fire ++;
|
||||||
if( (bool)(m_InputData.m_Fire % 2) != AimPressed )
|
if( (bool)(m_InputData[g_Config.m_ClDummy].m_Fire % 2) != AimPressed )
|
||||||
m_InputData.m_Fire ++;
|
m_InputData[g_Config.m_ClDummy].m_Fire ++;
|
||||||
FireWasPressed = true;
|
FireWasPressed = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -390,8 +416,8 @@ void CControls::OnRender()
|
||||||
int RunY = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_Y);
|
int RunY = SDL_JoystickGetAxis(m_Gamepad, LEFT_JOYSTICK_Y);
|
||||||
if( m_UsingGamepad )
|
if( m_UsingGamepad )
|
||||||
{
|
{
|
||||||
m_InputDirectionLeft = (RunX < -GAMEPAD_DEAD_ZONE);
|
m_InputDirectionLeft[g_Config.m_ClDummy] = (RunX < -GAMEPAD_DEAD_ZONE);
|
||||||
m_InputDirectionRight = (RunX > GAMEPAD_DEAD_ZONE);
|
m_InputDirectionRight[g_Config.m_ClDummy] = (RunX > GAMEPAD_DEAD_ZONE);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Get input from right joystick
|
// Get input from right joystick
|
||||||
|
@ -415,7 +441,7 @@ void CControls::OnRender()
|
||||||
// Keep track of ammo count, we know weapon ammo only when we switch to that weapon, this is tracked on server and protocol does not track that
|
// Keep track of ammo count, we know weapon ammo only when we switch to that weapon, this is tracked on server and protocol does not track that
|
||||||
m_AmmoCount[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS] = m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount;
|
m_AmmoCount[m_pClient->m_Snap.m_pLocalCharacter->m_Weapon%NUM_WEAPONS] = m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount;
|
||||||
// Autoswitch weapon if we're out of ammo
|
// Autoswitch weapon if we're out of ammo
|
||||||
if( (m_InputData.m_Fire % 2 != 0 || FireWasPressed) &&
|
if( (m_InputData[g_Config.m_ClDummy].m_Fire % 2 != 0 || FireWasPressed) &&
|
||||||
m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount == 0 &&
|
m_pClient->m_Snap.m_pLocalCharacter->m_AmmoCount == 0 &&
|
||||||
m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_HAMMER &&
|
m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_HAMMER &&
|
||||||
m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA )
|
m_pClient->m_Snap.m_pLocalCharacter->m_Weapon != WEAPON_NINJA )
|
||||||
|
@ -429,7 +455,7 @@ void CControls::OnRender()
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
if( w != m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
|
if( w != m_pClient->m_Snap.m_pLocalCharacter->m_Weapon )
|
||||||
m_InputData.m_WantedWeapon = w+1;
|
m_InputData[g_Config.m_ClDummy].m_WantedWeapon = w+1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -24,11 +24,11 @@ public:
|
||||||
|
|
||||||
int m_AmmoCount[NUM_WEAPONS];
|
int m_AmmoCount[NUM_WEAPONS];
|
||||||
|
|
||||||
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;
|
||||||
|
|
||||||
|
|
|
@ -552,7 +552,7 @@ 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;
|
||||||
|
|
Loading…
Reference in a new issue