Skip to content
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
64 changes: 44 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
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