mirror of
https://github.com/alliedmodders/hl2sdk.git
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576 lines
18 KiB
C++
576 lines
18 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Joystick handling function
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef _XBOX
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#include <windows.h>
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#endif
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#include "cbase.h"
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#include "basehandle.h"
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#include "utlvector.h"
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#include "cdll_client_int.h"
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#include "cdll_util.h"
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#include "kbutton.h"
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#include "usercmd.h"
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#include "keydefs.h"
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#include "input.h"
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#include "iviewrender.h"
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#include "convar.h"
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#include "hud.h"
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#include "vgui/isurface.h"
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#include "vgui_controls/controls.h"
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#include "vgui/cursor.h"
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#include "vstdlib/icommandline.h"
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#include "inputsystem/iinputsystem.h"
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#include "inputsystem/ButtonCode.h"
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#ifdef _XBOX
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#include "xbox/xbox_platform.h"
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#include "xbox/xbox_win32stubs.h"
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#include "xbox/xbox_core.h"
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#else
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#include "../common/xbox/xboxstubs.h"
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#endif
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#ifdef HL2_CLIENT_DLL
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// FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so this include should be c_baseplayer.h
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#include "c_basehlplayer.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// Control like a joystick
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#define JOY_ABSOLUTE_AXIS 0x00000000
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// Control like a mouse, spinner, trackball
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#define JOY_RELATIVE_AXIS 0x00000010
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// Axis mapping
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static ConVar joy_name( "joy_name", "joystick", FCVAR_ARCHIVE );
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static ConVar joy_advanced( "joy_advanced", "0", 0 );
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static ConVar joy_advaxisx( "joy_advaxisx", "0", 0 );
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static ConVar joy_advaxisy( "joy_advaxisy", "0", 0 );
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static ConVar joy_advaxisz( "joy_advaxisz", "0", 0 );
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static ConVar joy_advaxisr( "joy_advaxisr", "0", 0 );
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static ConVar joy_advaxisu( "joy_advaxisu", "0", 0 );
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static ConVar joy_advaxisv( "joy_advaxisv", "0", 0 );
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// Basic "dead zone" and sensitivity
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static ConVar joy_forwardthreshold( "joy_forwardthreshold", "0.15", FCVAR_ARCHIVE );
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static ConVar joy_sidethreshold( "joy_sidethreshold", "0.15", FCVAR_ARCHIVE );
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static ConVar joy_pitchthreshold( "joy_pitchthreshold", "0.15", FCVAR_ARCHIVE );
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static ConVar joy_yawthreshold( "joy_yawthreshold", "0.15", FCVAR_ARCHIVE );
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static ConVar joy_forwardsensitivity( "joy_forwardsensitivity", "-1", FCVAR_ARCHIVE );
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static ConVar joy_sidesensitivity( "joy_sidesensitivity", "1", FCVAR_ARCHIVE );
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static ConVar joy_pitchsensitivity( "joy_pitchsensitivity", "1", FCVAR_ARCHIVE );
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static ConVar joy_yawsensitivity( "joy_yawsensitivity", "-1", FCVAR_ARCHIVE );
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// Advanced sensitivity and response
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static ConVar joy_response_move( "joy_response_move", "1", FCVAR_ARCHIVE, "'Movement' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme" );
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static ConVar joy_response_look( "joy_response_look", "0", FCVAR_ARCHIVE, "DISABLED - 'Look' stick response mode: 0=Linear, 1=quadratic, 2=cubic, 3=quadratic extreme, 4=custom" );
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static ConVar joy_lowend( "joy_lowend", "1", FCVAR_ARCHIVE );
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static ConVar joy_lowmap( "joy_lowmap", "1", FCVAR_ARCHIVE );
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static ConVar joy_accelscale( "joy_accelscale", "0.6", FCVAR_ARCHIVE);
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static ConVar joy_autoaimdampenrange( "joy_autoaimdampenrange", "0", FCVAR_ARCHIVE, "The stick range where autoaim dampening is applied. 0 = off" );
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static ConVar joy_autoaimdampen( "joy_autoaimdampen", "0", FCVAR_ARCHIVE, "How much to scale user stick input when the gun is pointing at a valid target." );
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// Misc
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static ConVar joy_diagonalpov( "joy_diagonalpov", "0", FCVAR_ARCHIVE, "POV manipulator operates on diagonal axes, too." );
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static ConVar joy_display_input("joy_display_input", "0", FCVAR_ARCHIVE);
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static ConVar joy_wwhack2( "joy_wingmanwarrior_turnhack", "0", FCVAR_ARCHIVE, "Wingman warrior hack related to turn axes." );
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ConVar joy_autosprint("joy_autosprint", "0", 0, "Automatically sprint when moving with an analog joystick" );
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extern ConVar lookspring;
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extern ConVar cl_forwardspeed;
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extern ConVar lookstrafe;
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extern ConVar in_joystick;
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extern ConVar m_pitch;
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extern ConVar l_pitchspeed;
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extern ConVar cl_sidespeed;
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extern ConVar cl_yawspeed;
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extern ConVar cl_pitchdown;
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extern ConVar cl_pitchup;
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extern ConVar cl_pitchspeed;
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//-----------------------------------------------
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// Response curve function for the move axes
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//-----------------------------------------------
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static float ResponseCurve( int curve, float x )
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{
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switch ( curve )
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{
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case 1:
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// quadratic
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if ( x < 0 )
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return -(x*x);
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return x*x;
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case 2:
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// cubic
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return x*x*x;
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case 3:
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{
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// quadratic extreme
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float extreme = 1.0f;
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if ( fabs( x ) >= 0.95f )
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{
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extreme = 1.5f;
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}
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if ( x < 0 )
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return -extreme * x*x;
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return extreme * x*x;
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}
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}
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// linear
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return x;
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}
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//-----------------------------------------------
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// If we have a valid autoaim target, dampen the
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// player's stick input if it is moving away from
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// the target.
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//
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// This assists the player staying on target.
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//-----------------------------------------------
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float AutoAimDampening( float x, int axis, float dist )
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{
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// FIXME: Autoaim support needs to be moved from HL2_DLL to the client dll, so all games can use it.
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#ifdef HL2_CLIENT_DLL
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// Help the user stay on target if the feature is enabled and the user
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// is not making a gross stick movement.
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if( joy_autoaimdampen.GetFloat() > 0.0f && fabs(x) < joy_autoaimdampenrange.GetFloat() )
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{
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// Get the HL2 player
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C_BaseHLPlayer *pLocalPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if( pLocalPlayer )
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{
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// Get the autoaim target.
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CBaseEntity *pTarget = pLocalPlayer->m_HL2Local.m_hAutoAimTarget.Get();
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if( pTarget )
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{
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return joy_autoaimdampen.GetFloat();
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}
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}
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}
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#endif
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return 1.0f;// No dampening.
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}
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//-----------------------------------------------
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// This structure holds persistent information used
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// to make decisions about how to modulate analog
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// stick input.
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//-----------------------------------------------
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typedef struct
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{
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float envelopeScale[2];
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} envelope_t;
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envelope_t controlEnvelope;
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//-----------------------------------------------
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// Response curve function specifically for the
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// 'look' analog stick.
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//
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// when AXIS == YAW, otherAxisValue contains the
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// value for the pitch of the control stick, and
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// vice-versa.
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//-----------------------------------------------
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static float ResponseCurveLook( int curve, float x, int axis, float otherAxis, float dist )
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{
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float input = x;
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// Make X positive to make things easier, just remember whether we have to flip it back!
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bool negative = false;
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if( x < 0.0f )
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{
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negative = true;
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x *= -1;
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}
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// Perform the two-stage mapping.
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if( x > joy_lowend.GetFloat() )
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{
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float highmap = 1.0f - joy_lowmap.GetFloat();
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float xNormal = x - joy_lowend.GetFloat();
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float factor = xNormal / ( 1.0f - joy_lowend.GetFloat() );
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x = joy_lowmap.GetFloat() + (highmap * factor);
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// Accelerate.
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if( controlEnvelope.envelopeScale[axis] < 1.0f )
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{
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float delta = x - joy_lowmap.GetFloat();
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x = joy_lowmap.GetFloat() + (delta * controlEnvelope.envelopeScale[axis]);
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controlEnvelope.envelopeScale[axis] += ( gpGlobals->frametime * joy_accelscale.GetFloat() );
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if( controlEnvelope.envelopeScale[axis] > 1.0f )
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{
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controlEnvelope.envelopeScale[axis] = 1.0f;
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}
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}
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}
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else
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{
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// Shut off acceleration
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controlEnvelope.envelopeScale[axis] = 0.0f;
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float factor = x / joy_lowend.GetFloat();
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x = joy_lowmap.GetFloat() * factor;
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}
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x *= AutoAimDampening( input, axis, dist );
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if( axis == PITCH && input != 0.0f && joy_display_input.GetBool() )
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{
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Msg("In:%f Out:%f\n", input, x );
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}
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if( negative )
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{
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x *= -1;
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}
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return x;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Advanced joystick setup
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//-----------------------------------------------------------------------------
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void CInput::Joystick_Advanced(void)
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{
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// called whenever an update is needed
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int i;
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DWORD dwTemp;
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if ( IsXbox() )
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{
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// Xbox always uses a joystick
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in_joystick.SetValue( 1 );
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}
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// Initialize all the maps
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for ( i = 0; i < MAX_JOYSTICK_AXES; i++ )
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{
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m_rgAxes[i].AxisMap = GAME_AXIS_NONE;
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m_rgAxes[i].ControlMap = JOY_ABSOLUTE_AXIS;
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}
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if ( !joy_advanced.GetBool() )
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{
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// default joystick initialization
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// 2 axes only with joystick control
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m_rgAxes[JOY_AXIS_X].AxisMap = GAME_AXIS_YAW;
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m_rgAxes[JOY_AXIS_Y].AxisMap = GAME_AXIS_FORWARD;
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}
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else
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{
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if ( Q_stricmp( joy_name.GetString(), "joystick") != 0 )
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{
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// notify user of advanced controller
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Msg( "Using joystick '%s' configuration\n", joy_name.GetString() );
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}
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// advanced initialization here
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// data supplied by user via joy_axisn cvars
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dwTemp = (DWORD)joy_advaxisx.GetInt();
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m_rgAxes[JOY_AXIS_X].AxisMap = dwTemp & 0x0000000f;
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m_rgAxes[JOY_AXIS_X].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
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DescribeJoystickAxis( "JOY_AXIS_X", &m_rgAxes[JOY_AXIS_X] );
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dwTemp = (DWORD)joy_advaxisy.GetInt();
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m_rgAxes[JOY_AXIS_Y].AxisMap = dwTemp & 0x0000000f;
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m_rgAxes[JOY_AXIS_Y].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
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DescribeJoystickAxis( "JOY_AXIS_Y", &m_rgAxes[JOY_AXIS_Y] );
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dwTemp = (DWORD)joy_advaxisz.GetInt();
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m_rgAxes[JOY_AXIS_Z].AxisMap = dwTemp & 0x0000000f;
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m_rgAxes[JOY_AXIS_Z].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
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DescribeJoystickAxis( "JOY_AXIS_Z", &m_rgAxes[JOY_AXIS_Z] );
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dwTemp = (DWORD)joy_advaxisr.GetInt();
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m_rgAxes[JOY_AXIS_R].AxisMap = dwTemp & 0x0000000f;
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m_rgAxes[JOY_AXIS_R].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
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DescribeJoystickAxis( "JOY_AXIS_R", &m_rgAxes[JOY_AXIS_R] );
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dwTemp = (DWORD)joy_advaxisu.GetInt();
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m_rgAxes[JOY_AXIS_U].AxisMap = dwTemp & 0x0000000f;
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m_rgAxes[JOY_AXIS_U].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
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DescribeJoystickAxis( "JOY_AXIS_U", &m_rgAxes[JOY_AXIS_U] );
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dwTemp = (DWORD)joy_advaxisv.GetInt();
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m_rgAxes[JOY_AXIS_V].AxisMap = dwTemp & 0x0000000f;
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m_rgAxes[JOY_AXIS_V].ControlMap = dwTemp & JOY_RELATIVE_AXIS;
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DescribeJoystickAxis( "JOY_AXIS_V", &m_rgAxes[JOY_AXIS_V] );
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Msg( "Advanced Joystick settings initialized\n" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : index -
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// Output : char const
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//-----------------------------------------------------------------------------
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char const *CInput::DescribeAxis( int index )
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{
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switch ( index )
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{
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case GAME_AXIS_FORWARD:
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return "Forward";
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case GAME_AXIS_PITCH:
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return "Look";
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case GAME_AXIS_SIDE:
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return "Side";
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case GAME_AXIS_YAW:
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return "Turn";
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case GAME_AXIS_NONE:
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default:
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return "Unknown";
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}
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return "Unknown";
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *axis -
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// *mapping -
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//-----------------------------------------------------------------------------
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void CInput::DescribeJoystickAxis( char const *axis, joy_axis_t *mapping )
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{
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if ( !mapping->AxisMap )
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{
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Msg( "%s: unmapped\n", axis );
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}
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else
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{
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Msg( "%s: mapped to %s (%s)\n",
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axis,
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DescribeAxis( mapping->AxisMap ),
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mapping->ControlMap != 0 ? "relative" : "absolute" );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Allow joystick to issue key events
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// Not currently used - controller button events are pumped through the windprocs. KWD
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//-----------------------------------------------------------------------------
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void CInput::ControllerCommands( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Scales the raw analog value to lie withing the axis range (full range - deadzone )
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//-----------------------------------------------------------------------------
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float CInput::ScaleAxisValue( const float axisValue, const float axisThreshold )
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{
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// Xbox scales the range of all axes in the inputsystem. PC can't do that because each axis mapping
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// has a (potentially) unique threshold value. If all axes were restricted to a single threshold
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// as they are on the Xbox, this function could move to inputsystem and be slightly more optimal.
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float result = 0.f;
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if ( IsPC() )
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{
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if ( axisValue < -axisThreshold )
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{
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result = ( axisValue + axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold );
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}
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else if ( axisValue > axisThreshold )
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{
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result = ( axisValue - axisThreshold ) / ( MAX_BUTTONSAMPLE - axisThreshold );
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}
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}
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else
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{
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// IsXbox
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result = axisValue * ( 1.f / MAX_BUTTONSAMPLE );
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}
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return result;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Apply joystick to CUserCmd creation
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// Input : frametime -
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// *cmd -
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//-----------------------------------------------------------------------------
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void CInput::JoyStickMove( float frametime, CUserCmd *cmd )
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{
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// complete initialization if first time in ( needed as cvars are not available at initialization time )
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if ( !m_fJoystickAdvancedInit )
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{
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Joystick_Advanced();
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m_fJoystickAdvancedInit = true;
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}
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// verify joystick is available and that the user wants to use it
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if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() )
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{
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return;
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}
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QAngle viewangles;
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// Get starting angles
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engine->GetViewAngles( viewangles );
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struct axis_t
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{
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float value;
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int controlType;
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};
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axis_t gameAxes[ MAX_GAME_AXES ];
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memset( &gameAxes, 0, sizeof(gameAxes) );
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// Get each joystick axis value, and normalize the range
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for ( int i = 0; i < MAX_JOYSTICK_AXES; ++i )
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{
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if ( GAME_AXIS_NONE == m_rgAxes[i].AxisMap )
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continue;
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float fAxisValue = inputsystem->GetAnalogValue( (AnalogCode_t)JOYSTICK_AXIS( 0, i ) );
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if (joy_wwhack2.GetInt() != 0 )
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{
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// this is a special formula for the Logitech WingMan Warrior
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// y=ax^b; where a = 300 and b = 1.3
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// also x values are in increments of 800 (so this is factored out)
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// then bounds check result to level out excessively high spin rates
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float fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3);
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if (fTemp > 14000.0)
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fTemp = 14000.0;
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// restore direction information
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fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp;
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}
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unsigned int idx = m_rgAxes[i].AxisMap;
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gameAxes[idx].value = fAxisValue;
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gameAxes[idx].controlType = m_rgAxes[i].ControlMap;
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}
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// Re-map the axis values if necessary, based on the joystick configuration
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if ( (joy_advanced.GetInt() == 0) && (in_jlook.state & 1) )
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{
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// user wants forward control to become pitch control
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gameAxes[GAME_AXIS_PITCH] = gameAxes[GAME_AXIS_FORWARD];
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gameAxes[GAME_AXIS_FORWARD].value = 0;
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// if mouse invert is on, invert the joystick pitch value
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// Note: only absolute control support here - joy_advanced = 0
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if ( m_pitch.GetFloat() < 0.0 )
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{
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gameAxes[GAME_AXIS_PITCH].value *= -1;
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}
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}
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if ( (in_strafe.state & 1) || lookstrafe.GetFloat() && (in_jlook.state & 1) )
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{
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// user wants yaw control to become side control
|
|
gameAxes[GAME_AXIS_SIDE] = gameAxes[GAME_AXIS_YAW];
|
|
gameAxes[GAME_AXIS_YAW].value = 0;
|
|
}
|
|
|
|
float forward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() );
|
|
float side = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() );
|
|
float pitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() );
|
|
float yaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() );
|
|
|
|
float joySideMove = 0.f;
|
|
float joyForwardMove = 0.f;
|
|
float aspeed = frametime * gHUD.GetFOVSensitivityAdjust();
|
|
|
|
// apply forward and side control
|
|
joyForwardMove += ResponseCurve( joy_response_move.GetInt(), forward ) * joy_forwardsensitivity.GetFloat() * cl_forwardspeed.GetFloat();
|
|
joySideMove += ResponseCurve( joy_response_move.GetInt(), side ) * joy_sidesensitivity.GetFloat() * cl_sidespeed.GetFloat();
|
|
|
|
Vector2D move( yaw, pitch );
|
|
float dist = move.Length();
|
|
|
|
// apply turn control
|
|
float angle = 0.f;
|
|
if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_YAW].controlType )
|
|
{
|
|
float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), yaw, YAW, pitch, dist );
|
|
angle = fAxisValue * joy_yawsensitivity.GetFloat() * aspeed * cl_yawspeed.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
angle = yaw * joy_yawsensitivity.GetFloat() * aspeed * 180.0;
|
|
}
|
|
viewangles[YAW] += angle;
|
|
cmd->mousedx = angle;
|
|
|
|
// apply look control
|
|
if ( IsXbox() || in_jlook.state & 1 )
|
|
{
|
|
float angle = 0;
|
|
if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType )
|
|
{
|
|
float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), pitch, PITCH, yaw, dist );
|
|
angle = fAxisValue * joy_pitchsensitivity.GetFloat() * aspeed * cl_pitchspeed.GetFloat();
|
|
}
|
|
else
|
|
{
|
|
angle = pitch * joy_pitchsensitivity.GetFloat() * aspeed * 180.0;
|
|
}
|
|
viewangles[PITCH] += angle;
|
|
cmd->mousedy = angle;
|
|
view->StopPitchDrift();
|
|
|
|
if( pitch == 0.f && lookspring.GetFloat() == 0.f )
|
|
{
|
|
// no pitch movement
|
|
// disable pitch return-to-center unless requested by user
|
|
// *** this code can be removed when the lookspring bug is fixed
|
|
// *** the bug always has the lookspring feature on
|
|
view->StopPitchDrift();
|
|
}
|
|
}
|
|
|
|
cmd->forwardmove += joyForwardMove;
|
|
cmd->sidemove += joySideMove;
|
|
|
|
if ( IsPC() )
|
|
{
|
|
if ( FloatMakePositive(joyForwardMove) >= joy_autosprint.GetFloat() || FloatMakePositive(joySideMove) >= joy_autosprint.GetFloat() )
|
|
{
|
|
KeyDown( &in_joyspeed, true );
|
|
}
|
|
else
|
|
{
|
|
KeyUp( &in_joyspeed, true );
|
|
}
|
|
}
|
|
|
|
// Bound pitch
|
|
viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() );
|
|
|
|
engine->SetViewAngles( viewangles );
|
|
}
|