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83 changes: 63 additions & 20 deletions src/game/client/in_main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -630,6 +630,30 @@ float CInput::KeyState ( kbutton_t *key )
return val;
}


/*
==============================
MovementKeyState

Wrapper around KeyState() for movement keys.
Optionally converts first tick half-acceleration (0.5) into full acceleration (1.0)
depending on cvar settings.
Ref: ValveSoftware/Source-1-Games#8045
==============================
*/
ConVar cl_full_accel_first_tick( "cl_full_accel_first_tick", "1", FCVAR_ARCHIVE, "Full acceleration on first tick of movement." );

float CInput::MovementKeyState( kbutton_t *key )
{
float value = KeyState( key );

if ( cl_full_accel_first_tick.GetBool() && value == 0.5f )
value = 1.0f;

return value;
}


void CInput::IN_SetSampleTime( float frametime )
{
m_flKeyboardSampleTime = frametime;
Expand Down Expand Up @@ -818,10 +842,10 @@ void CInput::ComputeSideMove( CUserCmd *cmd )
float ideal_sin = sin(DEG2RAD(ideal_yaw));
float ideal_cos = cos(DEG2RAD(ideal_yaw));

float movement = ideal_cos*KeyState(&in_moveright)
+ ideal_sin*KeyState(&in_back)
+ -ideal_cos*KeyState(&in_moveleft)
+ -ideal_sin*KeyState(&in_forward);
float movement = ideal_cos*MovementKeyState(&in_moveright)
+ ideal_sin*MovementKeyState(&in_back)
+ -ideal_cos*MovementKeyState(&in_moveleft)
+ -ideal_sin*MovementKeyState(&in_forward);

cmd->sidemove += cl_sidespeed.GetFloat() * movement;

Expand All @@ -831,13 +855,13 @@ void CInput::ComputeSideMove( CUserCmd *cmd )
// If strafing, check left and right keys and act like moveleft and moveright keys
if ( in_strafe.state & 1 )
{
cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_right);
cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_left);
cmd->sidemove += cl_sidespeed.GetFloat() * MovementKeyState (&in_right);
cmd->sidemove -= cl_sidespeed.GetFloat() * MovementKeyState (&in_left);
}

// Otherwise, check strafe keys
cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_moveleft);
cmd->sidemove += cl_sidespeed.GetFloat() * MovementKeyState (&in_moveright);
cmd->sidemove -= cl_sidespeed.GetFloat() * MovementKeyState (&in_moveleft);
}

/*
Expand All @@ -848,8 +872,8 @@ ComputeUpwardMove
*/
void CInput::ComputeUpwardMove( CUserCmd *cmd )
{
cmd->upmove += cl_upspeed.GetFloat() * KeyState (&in_up);
cmd->upmove -= cl_upspeed.GetFloat() * KeyState (&in_down);
cmd->upmove += cl_upspeed.GetFloat() * MovementKeyState (&in_up);
cmd->upmove -= cl_upspeed.GetFloat() * MovementKeyState (&in_down);
}

/*
Expand All @@ -864,10 +888,10 @@ void CInput::ComputeForwardMove( CUserCmd *cmd )
if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() )
{
// movement is always forward in this mode
float movement = KeyState(&in_forward)
|| KeyState(&in_moveright)
|| KeyState(&in_back)
|| KeyState(&in_moveleft);
float movement = MovementKeyState(&in_forward)
|| MovementKeyState(&in_moveright)
|| MovementKeyState(&in_back)
|| MovementKeyState(&in_moveleft);

cmd->forwardmove += cl_forwardspeed.GetFloat() * movement;

Expand All @@ -881,10 +905,10 @@ void CInput::ComputeForwardMove( CUserCmd *cmd )
float ideal_sin = sin(DEG2RAD(ideal_yaw));
float ideal_cos = cos(DEG2RAD(ideal_yaw));

float movement = ideal_cos*KeyState(&in_forward)
+ ideal_sin*KeyState(&in_moveright)
+ -ideal_cos*KeyState(&in_back)
+ -ideal_sin*KeyState(&in_moveleft);
float movement = ideal_cos*MovementKeyState(&in_forward)
+ ideal_sin*MovementKeyState(&in_moveright)
+ -ideal_cos*MovementKeyState(&in_back)
+ -ideal_sin*MovementKeyState(&in_moveleft);

cmd->forwardmove += cl_forwardspeed.GetFloat() * movement;

Expand All @@ -893,8 +917,8 @@ void CInput::ComputeForwardMove( CUserCmd *cmd )

if ( !(in_klook.state & 1 ) )
{
cmd->forwardmove += cl_forwardspeed.GetFloat() * KeyState (&in_forward);
cmd->forwardmove -= cl_backspeed.GetFloat() * KeyState (&in_back);
cmd->forwardmove += cl_forwardspeed.GetFloat() * MovementKeyState (&in_forward);
cmd->forwardmove -= cl_backspeed.GetFloat() * MovementKeyState (&in_back);
}
}

Expand Down Expand Up @@ -1008,6 +1032,17 @@ void CInput::ExtraMouseSample( float frametime, bool active )

cmd->Reset();

// Snapshot movement key state to prevent ExtraMouseSample() from
// consuming impulse-down bits that should be processed by CreateMove().
// This fixes FPS-dependent first-tick acceleration behavior.
// Ref: ValveSoftware/Source-1-Games#8045
kbutton_t saved_forward = in_forward;
kbutton_t saved_back = in_back;
kbutton_t saved_moveleft = in_moveleft;
kbutton_t saved_moveright = in_moveright;
kbutton_t saved_up = in_up;
kbutton_t saved_down = in_down;


QAngle viewangles;
engine->GetViewAngles( viewangles );
Expand Down Expand Up @@ -1106,6 +1141,14 @@ void CInput::ExtraMouseSample( float frametime, bool active )
}
}

// Undo side effects on kbutton_t state so that
// CreateMove() receives the correct impulse transitions.
in_forward = saved_forward;
in_back = saved_back;
in_moveleft = saved_moveleft;
in_moveright = saved_moveright;
in_up = saved_up;
in_down = saved_down;
}

void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
Expand Down
1 change: 1 addition & 0 deletions src/game/client/input.h
Original file line number Diff line number Diff line change
Expand Up @@ -58,6 +58,7 @@ class CInput : public IInput
virtual void MakeWeaponSelection( C_BaseCombatWeapon *weapon );

virtual float KeyState( kbutton_t *key );
virtual float MovementKeyState( kbutton_t *key );
virtual int KeyEvent( int down, ButtonCode_t keynum, const char *pszCurrentBinding );
virtual kbutton_t *FindKey( const char *name );

Expand Down