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# include "STDInclude.hpp"
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# include <limits>
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# define XINPUT_SENSITIVITY_MULTIPLIER 4 // Arbitrary value I multiply the xinput senstivity dvar with to get nicer values (0-10 range or something)
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# define SIGN(d) ((d > 0) - (d < 0))
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namespace Game
{
ButtonToCodeMap_t buttonList [ ]
{
{ GPAD_X , K_BUTTON_X } ,
{ GPAD_A , K_BUTTON_A } ,
{ GPAD_B , K_BUTTON_B } ,
{ GPAD_Y , K_BUTTON_Y } ,
{ GPAD_L_TRIG , K_BUTTON_LTRIG } ,
{ GPAD_R_TRIG , K_BUTTON_RTRIG } ,
{ GPAD_L_SHLDR , K_BUTTON_LSHLDR } ,
{ GPAD_R_SHLDR , K_BUTTON_RSHLDR } ,
{ GPAD_START , K_BUTTON_START } ,
{ GPAD_BACK , K_BUTTON_BACK } ,
{ GPAD_L3 , K_BUTTON_LSTICK } ,
{ GPAD_R3 , K_BUTTON_RSTICK } ,
{ GPAD_UP , K_DPAD_UP } ,
{ GPAD_DOWN , K_DPAD_DOWN } ,
{ GPAD_LEFT , K_DPAD_LEFT } ,
{ GPAD_RIGHT , K_DPAD_RIGHT }
} ;
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StickToCodeMap_t analogStickList [ 4 ]
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{
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{ GPAD_LX , K_APAD_RIGHT , K_APAD_LEFT } ,
{ GPAD_LY , K_APAD_UP , K_APAD_DOWN } ,
{ GPAD_RX , K_APAD_RIGHT , K_APAD_LEFT } ,
{ GPAD_RY , K_APAD_UP , K_APAD_DOWN } ,
} ;
GamePadStick stickForAxis [ GPAD_PHYSAXIS_COUNT ]
{
GPAD_RX ,
GPAD_RY ,
GPAD_LX ,
GPAD_LY ,
GPAD_INVALID ,
GPAD_INVALID
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} ;
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const char * physicalAxisNames [ GPAD_PHYSAXIS_COUNT ]
{
" A_RSTICK_X " ,
" A_RSTICK_Y " ,
" A_LSTICK_X " ,
" A_LSTICK_Y " ,
" A_RTRIGGER " ,
" A_LTRIGGER "
} ;
const char * virtualAxisNames [ GPAD_VIRTAXIS_COUNT ]
{
" VA_SIDE " ,
" VA_FORWARD " ,
" VA_UP " ,
" VA_YAW " ,
" VA_PITCH " ,
" VA_ATTACK "
} ;
const char * gamePadMappingTypeNames [ GPAD_MAP_COUNT ]
{
" MAP_LINEAR " ,
" MAP_SQUARED "
} ;
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keyNum_t menuScrollButtonList [ ]
{
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K_APAD_UP ,
K_APAD_DOWN ,
K_APAD_LEFT ,
K_APAD_RIGHT ,
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K_DPAD_UP ,
K_DPAD_DOWN ,
K_DPAD_LEFT ,
K_DPAD_RIGHT
} ;
keyname_t extendedKeyNames [ ]
{
{ " BUTTON_A " , K_BUTTON_A } ,
{ " BUTTON_B " , K_BUTTON_B } ,
{ " BUTTON_X " , K_BUTTON_X } ,
{ " BUTTON_Y " , K_BUTTON_Y } ,
{ " BUTTON_LSHLDR " , K_BUTTON_LSHLDR } ,
{ " BUTTON_RSHLDR " , K_BUTTON_RSHLDR } ,
{ " BUTTON_START " , K_BUTTON_START } ,
{ " BUTTON_BACK " , K_BUTTON_BACK } ,
{ " BUTTON_LSTICK " , K_BUTTON_LSTICK } ,
{ " BUTTON_RSTICK " , K_BUTTON_RSTICK } ,
{ " BUTTON_LTRIG " , K_BUTTON_LTRIG } ,
{ " BUTTON_RTRIG " , K_BUTTON_RTRIG } ,
{ " DPAD_UP " , K_DPAD_UP } ,
{ " DPAD_DOWN " , K_DPAD_DOWN } ,
{ " DPAD_LEFT " , K_DPAD_LEFT } ,
{ " DPAD_RIGHT " , K_DPAD_RIGHT } ,
} ;
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keyname_t extendedLocalizedKeyNames [ ]
{
{ " ^ \x01 \x40 \x40 \x08 " " button_a " , K_BUTTON_A } ,
{ " ^ \x01 \x40 \x40 \x08 " " button_b " , K_BUTTON_B } ,
{ " ^ \x01 \x40 \x40 \x08 " " button_x " , K_BUTTON_X } ,
{ " ^ \x01 \x40 \x40 \x08 " " button_y " , K_BUTTON_Y } ,
{ " ^ \x01 \x40 \x40 \x0D " " button_lshldr " , K_BUTTON_LSHLDR } ,
{ " ^ \x01 \x40 \x40 \x0D " " button_rshldr " , K_BUTTON_RSHLDR } ,
{ " ^ \x01 \x40 \x40 \x0C " " button_start " , K_BUTTON_START } ,
{ " ^ \x01 \x40 \x40 \x0B " " button_back " , K_BUTTON_BACK } ,
{ " ^ \x01 \x40 \x40 \x0D " " button_lstick " , K_BUTTON_LSTICK } ,
{ " ^ \x01 \x40 \x40 \x0D " " button_rstick " , K_BUTTON_RSTICK } ,
{ " ^ \x01 \x40 \x40 \x0C " " button_ltrig " , K_BUTTON_LTRIG } ,
{ " ^ \x01 \x40 \x40 \x0C " " button_rtrig " , K_BUTTON_RTRIG } ,
{ " ^ \x01 \x40 \x40 \x07 " " dpad_up " , K_DPAD_UP } ,
{ " ^ \x01 \x40 \x40 \x09 " " dpad_down " , K_DPAD_DOWN } ,
{ " ^ \x01 \x40 \x40 \x09 " " dpad_left " , K_DPAD_LEFT } ,
{ " ^ \x01 \x40 \x40 \x0A " " dpad_right " , K_DPAD_RIGHT } ,
} ;
constexpr auto VANILLA_KEY_NAME_COUNT = 95 ;
constexpr auto VANILLA_LOCALIZED_KEY_NAME_COUNT = 95 ;
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keyname_t combinedKeyNames [ VANILLA_KEY_NAME_COUNT + std : : extent_v < decltype ( extendedKeyNames ) > + 1 ] ;
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keyname_t combinedLocalizedKeyNames [ VANILLA_KEY_NAME_COUNT + std : : extent_v < decltype ( extendedLocalizedKeyNames ) > + 1 ] ;
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PlayerKeyState * playerKeys = reinterpret_cast < PlayerKeyState * > ( 0xA1B7D0 ) ;
keyname_t * vanillaKeyNames = reinterpret_cast < keyname_t * > ( 0x798580 ) ;
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keyname_t * vanillaLocalizedKeyNames = reinterpret_cast < keyname_t * > ( 0x798880 ) ;
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}
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namespace Components
{
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Gamepad : : GamePad Gamepad : : gamePads [ Game : : MAX_GAMEPADS ] { } ;
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Gamepad : : GamePadGlobals Gamepad : : gamePadGlobals [ Game : : MAX_GAMEPADS ] { { } } ;
int Gamepad : : gamePadBindingsModifiedFlags = 0 ;
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std : : chrono : : milliseconds Gamepad : : timeAtFirstHeldMaxLookX = 0 ms ; // "For how much time in milliseconds has the player been holding a horizontal direction on their stick, fully" (-1.0 or 1.0)
bool Gamepad : : isHoldingMaxLookX = false ;
bool Gamepad : : isADS ;
Dvar : : Var Gamepad : : gpad_enabled ;
Dvar : : Var Gamepad : : gpad_debug ;
Dvar : : Var Gamepad : : gpad_present ;
Dvar : : Var Gamepad : : gpad_sticksConfig ;
Dvar : : Var Gamepad : : gpad_buttonConfig ;
Dvar : : Var Gamepad : : gpad_menu_scroll_delay_first ;
Dvar : : Var Gamepad : : gpad_menu_scroll_delay_rest ;
Dvar : : Var Gamepad : : gpad_rumble ;
Dvar : : Var Gamepad : : gpad_stick_pressed_hysteresis ;
Dvar : : Var Gamepad : : gpad_stick_pressed ;
Dvar : : Var Gamepad : : gpad_stick_deadzone_max ;
Dvar : : Var Gamepad : : gpad_stick_deadzone_min ;
Dvar : : Var Gamepad : : gpad_button_deadzone ;
Dvar : : Var Gamepad : : gpad_button_rstick_deflect_max ;
Dvar : : Var Gamepad : : gpad_button_lstick_deflect_max ;
Dvar : : Var Gamepad : : xpadSensitivity ;
Dvar : : Var Gamepad : : xpadEarlyTime ;
Dvar : : Var Gamepad : : xpadEarlyMultiplier ;
Dvar : : Var Gamepad : : xpadHorizontalMultiplier ;
Dvar : : Var Gamepad : : xpadVerticalMultiplier ;
Dvar : : Var Gamepad : : xpadAdsMultiplier ;
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Game : : GamePadStickDir Gamepad : : lastMenuNavigationDirection = Game : : GPAD_STICK_DIR_COUNT ;
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std : : chrono : : milliseconds Gamepad : : lastNavigationTime = 0 ms ;
std : : chrono : : milliseconds Gamepad : : msBetweenNavigations = 220 ms ;
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struct ControllerMenuKeyMapping
{
Game : : keyNum_t controllerKey ;
Game : : keyNum_t pcKey ;
} ;
ControllerMenuKeyMapping controllerMenuKeyMappings [ ]
{
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{ Game : : K_BUTTON_A , Game : : K_ENTER } ,
{ Game : : K_BUTTON_START , Game : : K_ENTER } ,
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{ Game : : K_BUTTON_B , Game : : K_ESCAPE } ,
{ Game : : K_BUTTON_BACK , Game : : K_ESCAPE } ,
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{ Game : : K_DPAD_UP , Game : : K_UPARROW } ,
{ Game : : K_APAD_UP , Game : : K_UPARROW } ,
{ Game : : K_DPAD_DOWN , Game : : K_DOWNARROW } ,
{ Game : : K_APAD_DOWN , Game : : K_DOWNARROW } ,
{ Game : : K_DPAD_LEFT , Game : : K_LEFTARROW } ,
{ Game : : K_APAD_LEFT , Game : : K_LEFTARROW } ,
{ Game : : K_DPAD_RIGHT , Game : : K_RIGHTARROW } ,
{ Game : : K_APAD_RIGHT , Game : : K_RIGHTARROW } ,
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} ;
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// This should be read from a text file in the players/ folder, most probably / or from config_mp.cfg
std : : vector < Gamepad : : ActionMapping > mappings = {
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_A , " gostand " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_B , " stance " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_X , " usereload " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_Y , " weapnext " , false ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_LEFT_SHOULDER , " smoke " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_RIGHT_SHOULDER , " frag " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_LEFT_THUMB , " breath_sprint " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_RIGHT_THUMB , " melee " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_START , " togglemenu " , false ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_BACK , " scores " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_DPAD_LEFT , " actionslot 3 " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_DPAD_RIGHT , " actionslot 2 " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_DPAD_DOWN , " actionslot 1 " ) ,
Gamepad : : ActionMapping ( XINPUT_GAMEPAD_DPAD_UP , " actionslot 4 " ) ,
} ;
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Gamepad : : GamePadGlobals : : GamePadGlobals ( )
: axes { } ,
nextScrollTime ( 0 )
{
for ( auto & virtualAxis : axes . virtualAxes )
{
virtualAxis . physicalAxis = Game : : GPAD_PHYSAXIS_NONE ;
virtualAxis . mapType = Game : : GPAD_MAP_NONE ;
}
}
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// Same thing
// void Gamepad::Vibrate(int leftVal, int rightVal)
// {
// // Create a Vibraton State
// XINPUT_VIBRATION Vibration;
//
// // Zeroise the Vibration
// ZeroMemory(&Vibration, sizeof(XINPUT_VIBRATION));
//
// // Set the Vibration Values
// Vibration.wLeftMotorSpeed = leftVal;
// Vibration.wRightMotorSpeed = rightVal;
//
// // Vibrate the controller
// XInputSetState(xiPlayerNum, &Vibration);
// }
void Gamepad : : CL_GamepadMove ( int , Game : : usercmd_s * cmd )
{
auto & gamePad = gamePads [ 0 ] ;
if ( gamePad . enabled )
{
if ( std : : fabs ( gamePad . sticks [ 0 ] ) > 0.0f | | std : : fabs ( gamePad . sticks [ 1 ] ) > 0.0f )
{
// We check for 0:0 again so we don't overwrite keyboard input in case the user doesn't feel like using their gamepad, even though its plugged in
cmd - > rightmove = static_cast < char > ( gamePad . sticks [ 0 ] * static_cast < float > ( std : : numeric_limits < char > ( ) . max ( ) ) ) ;
cmd - > forwardmove = static_cast < char > ( gamePad . sticks [ 1 ] * static_cast < float > ( std : : numeric_limits < char > ( ) . max ( ) ) ) ;
}
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const bool pressingLeftTrigger = gamePad . analogs [ 0 ] > TRIGGER_THRESHOLD_F ;
const bool previouslyPressingLeftTrigger = gamePad . lastAnalogs [ 0 ] > TRIGGER_THRESHOLD_F ;
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if ( pressingLeftTrigger ! = previouslyPressingLeftTrigger )
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{
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if ( pressingLeftTrigger )
{
Command : : Execute ( " +speed_throw " ) ;
isADS = true ;
}
else
{
Command : : Execute ( " -speed_throw " ) ;
isADS = false ;
}
}
const bool pressingRightTrigger = gamePad . analogs [ 1 ] > TRIGGER_THRESHOLD_F ;
const bool previouslyPressingRightTrigger = gamePad . lastAnalogs [ 1 ] > TRIGGER_THRESHOLD_F ;
if ( pressingRightTrigger ! = previouslyPressingRightTrigger )
{
if ( pressingRightTrigger )
{
Command : : Execute ( " +attack " ) ;
}
else
{
Command : : Execute ( " -attack " ) ;
}
}
// Buttons (on/off) mappings
for ( auto & i : mappings )
{
auto mapping = i ;
auto action = mapping . action ;
auto antiAction = mapping . action ;
if ( mapping . isReversible )
{
action = " + " + mapping . action ;
antiAction = " - " + mapping . action ;
}
else if ( mapping . wasPressed )
{
if ( gamePad . digitals & mapping . input )
{
// Button still pressed, do not send info
}
else
{
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i . wasPressed = false ;
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}
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continue ;
}
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if ( gamePad . digitals & mapping . input )
{
if ( mapping . spamWhenHeld | | ! i . wasPressed )
{
Command : : Execute ( action ) ;
}
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i . wasPressed = true ;
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}
else if ( mapping . isReversible & & mapping . wasPressed )
{
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i . wasPressed = false ;
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Command : : Execute ( antiAction ) ;
}
}
}
}
__declspec ( naked ) void Gamepad : : CL_CreateCmdStub ( )
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{
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__asm
{
// do xinput!
push esi
push ebp
call CL_GamepadMove
add esp , 8 h
// execute code we patched over
add esp , 4
fld st
pop ebx
// return back
push 0x5A6DBF
retn
}
}
__declspec ( naked ) void Gamepad : : MSG_WriteDeltaUsercmdKeyStub ( )
{
__asm
{
// fix stack pointer
add esp , 0 Ch
// put both forward move and rightmove values in the movement button
mov dl , byte ptr [ edi + 1 Ah ] // to_forwardMove
mov dh , byte ptr [ edi + 1 Bh ] // to_rightMove
mov [ esp + 30 h ] , dx // to_buttons
mov dl , byte ptr [ ebp + 1 Ah ] // from_forwardMove
mov dh , byte ptr [ ebp + 1 Bh ] // from_rightMove
mov [ esp + 2 Ch ] , dx // from_buttons
// return back
push 0x60E40E
retn
}
}
void Gamepad : : ApplyMovement ( Game : : msg_t * msg , int key , Game : : usercmd_s * from , Game : : usercmd_s * to )
{
char forward ;
char right ;
if ( Game : : MSG_ReadBit ( msg ) )
{
short movementBits = static_cast < short > ( key ^ Game : : MSG_ReadBits ( msg , 16 ) ) ;
forward = static_cast < char > ( movementBits ) ;
right = static_cast < char > ( movementBits > > 8 ) ;
}
else
{
forward = from - > forwardmove ;
right = from - > rightmove ;
}
to - > forwardmove = forward ;
to - > rightmove = right ;
}
__declspec ( naked ) void Gamepad : : MSG_ReadDeltaUsercmdKeyStub ( )
{
__asm
{
push ebx // to
push ebp // from
push edi // key
push esi // msg
call ApplyMovement
add esp , 10 h
// return back
push 0x4921BF
ret
}
}
__declspec ( naked ) void Gamepad : : MSG_ReadDeltaUsercmdKeyStub2 ( )
{
__asm
{
push ebx // to
push ebp // from
push edi // key
push esi // msg
call ApplyMovement
add esp , 10 h
// return back
push 3
push esi
push 0x492085
ret
}
}
int Gamepad : : unk_CheckKeyHook ( int localClientNum , Game : : keyNum_t keyCode )
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{
const auto & gamePad = gamePads [ 0 ] ;
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if ( gamePad . enabled )
{
if ( keyCode = = Game : : keyNum_t : : K_MOUSE2 )
{
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const bool pressingLeftTrigger = gamePad . analogs [ 0 ] > TRIGGER_THRESHOLD_F ;
const bool previouslyPressingLeftTrigger = gamePad . lastAnalogs [ 0 ] > TRIGGER_THRESHOLD_F ;
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if ( pressingLeftTrigger ! = previouslyPressingLeftTrigger )
{
if ( pressingLeftTrigger )
{
return 1 ;
}
else
{
return 0 ;
}
}
}
}
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return Utils : : Hook : : Call < int ( int , Game : : keyNum_t ) > ( 0x48B2D0 ) ( localClientNum , keyCode ) ;
}
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void Gamepad : : MouseOverride ( Game : : clientActive_t * clientActive , float * mx , float * my )
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{
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CL_GetMouseMovementCl ( clientActive , mx , my ) ;
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const auto & gamePad = gamePads [ 0 ] ;
if ( gamePad . enabled )
{
float viewSensitivityMultiplier = xpadSensitivity . get < float > ( ) * XINPUT_SENSITIVITY_MULTIPLIER ;
float lockedSensitivityMultiplier = xpadEarlyMultiplier . get < float > ( ) ;
float generalXSensitivityMultiplier = xpadHorizontalMultiplier . get < float > ( ) ;
float generalYSensitivityMultiplier = xpadVerticalMultiplier . get < float > ( ) ;
std : : chrono : : milliseconds msBeforeUnlockingSensitivity = std : : chrono : : milliseconds ( xpadEarlyTime . get < int > ( ) ) ;
float viewStickX = gamePad . sticks [ 2 ] ;
float viewStickY = gamePad . sticks [ 3 ] ;
// Gamepad horizontal acceleration on view
if ( abs ( viewStickX ) > 0.80f )
{
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if ( ! isHoldingMaxLookX )
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{
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isHoldingMaxLookX = true ;
timeAtFirstHeldMaxLookX = std : : chrono : : duration_cast < std : : chrono : : milliseconds > ( std : : chrono : : system_clock : : now ( ) . time_since_epoch ( ) ) ;
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}
else
{
std : : chrono : : milliseconds hasBeenHoldingLeftXForMs = std : : chrono : : duration_cast < std : : chrono : : milliseconds > ( std : : chrono : : system_clock : : now ( ) . time_since_epoch ( ) ) -
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timeAtFirstHeldMaxLookX ;
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# ifdef STEP_SENSITIVITY
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if ( hasBeenHoldingLeftXForMs < msBeforeUnlockingSensitivity ) {
viewStickX * = lockedSensitivityMultiplier ;
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}
# else
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float coeff = std : : clamp ( hasBeenHoldingLeftXForMs . count ( ) / ( float ) msBeforeUnlockingSensitivity . count ( ) , 0.0F , 1.0F ) ;
viewStickX * = lockedSensitivityMultiplier + coeff * ( 1.0f - lockedSensitivityMultiplier ) ;
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# endif
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}
}
else
{
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isHoldingMaxLookX = false ;
timeAtFirstHeldMaxLookX = 0 ms ;
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viewStickX * = lockedSensitivityMultiplier ;
}
float adsMultiplier = 1.0f ;
auto ps = & clientActive - > snap . ps ;
// DO NOT use clientActive->usingAds ! It only works for toggle ADS
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if ( PM_IsAdsAllowed ( ps ) & & isADS )
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{
adsMultiplier = xpadAdsMultiplier . get < float > ( ) ;
}
if ( viewStickX ! = 0 | | viewStickY ! = 0 )
{
* ( my ) = viewStickX * viewSensitivityMultiplier * generalXSensitivityMultiplier * adsMultiplier ;
* ( mx ) = - viewStickY * viewSensitivityMultiplier * generalYSensitivityMultiplier * adsMultiplier ;
}
// Handling killstreaks
const bool pressingRightTrigger = gamePad . analogs [ 1 ] > TRIGGER_THRESHOLD_F ;
const bool previouslyPressingRightTrigger = gamePad . lastAnalogs [ 1 ] > TRIGGER_THRESHOLD_F ;
if ( pressingRightTrigger ! = previouslyPressingRightTrigger )
{
bool * isInPredator = reinterpret_cast < bool * > ( 0x8EE3B8 ) ;
if ( pressingRightTrigger )
{
Utils : : Hook : : Set ( 0xA1C4F4 , Game : : LOC_SEL_INPUT_CONFIRM ) ;
if ( * isInPredator )
{
// Yea, that's how we boost
// Command::execute is sync by default so the predator event gets fired properly
Command : : Execute ( " +attack " ) ;
Command : : Execute ( " -attack " ) ;
}
}
}
}
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}
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// Game -> Client DLL
__declspec ( naked ) void CL_GetMouseMovementStub ( )
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{
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__asm
{
push edx ;
push ecx ;
push eax ;
call Gamepad : : MouseOverride ;
add esp , 0xC ;
ret ;
}
}
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// Client DLL -> Game
void Gamepad : : CL_GetMouseMovementCl ( Game : : clientActive_t * result , float * mx , float * my )
{
__asm
{
push ebx ;
push ecx ;
push edx ;
mov eax , result ;
mov ecx , mx ;
mov edx , my ;
mov ebx , 5 A60E0h ;
call ebx ;
pop edx ;
pop ecx ;
pop ebx ;
}
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}
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bool Gamepad : : GPad_Check ( const int gamePadIndex , const int portIndex )
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{
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assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
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auto & gamePad = gamePads [ gamePadIndex ] ;
if ( XInputGetCapabilities ( portIndex , XINPUT_FLAG_GAMEPAD , & gamePad . caps ) = = ERROR_SUCCESS )
{
gamePad . enabled = true ;
gamePad . portIndex = portIndex ;
return true ;
}
gamePad . enabled = false ;
return false ;
}
void Gamepad : : GPad_RefreshAll ( )
{
auto currentGamePadNum = 0 ;
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for ( auto currentPort = 0 ; currentPort < XUSER_MAX_COUNT & & currentGamePadNum < Game : : MAX_GAMEPADS ; currentPort + + )
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{
if ( GPad_Check ( currentGamePadNum , currentPort ) )
currentGamePadNum + + ;
}
}
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void Gamepad : : CL_GamepadResetMenuScrollTime ( const int gamePadIndex , const int key , const bool down , const unsigned time )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
auto & gamePadGlobal = gamePadGlobals [ gamePadIndex ] ;
if ( ! down )
return ;
const auto scrollDelayFirst = gpad_menu_scroll_delay_first . get < int > ( ) ;
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for ( const auto scrollButton : Game : : menuScrollButtonList )
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{
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if ( key = = scrollButton )
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{
gamePadGlobal . nextScrollTime = scrollDelayFirst + time ;
return ;
}
}
}
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void Gamepad : : CL_GamepadGenerateAPad ( const int gamePadIndex , const Game : : GamepadPhysicalAxis physicalAxis , unsigned time )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
assert ( physicalAxis < Game : : GPAD_PHYSAXIS_COUNT & & physicalAxis > = 0 ) ;
auto & gamePad = gamePads [ gamePadIndex ] ;
const auto stick = Game : : stickForAxis [ physicalAxis ] ;
const auto stickIndex = stick & Game : : GPAD_VALUE_MASK ;
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if ( stick ! = Game : : GPAD_INVALID )
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{
assert ( stickIndex < 4 ) ;
const auto & mapping = Game : : analogStickList [ stickIndex ] ;
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if ( gamePad . stickDown [ stickIndex ] [ Game : : GPAD_STICK_POS ] )
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{
const Game : : GamePadButtonEvent event = gamePad . stickDownLast [ stickIndex ] [ Game : : GPAD_STICK_POS ] ? Game : : GPAD_BUTTON_UPDATE : Game : : GPAD_BUTTON_PRESSED ;
CL_GamepadButtonEvent ( gamePadIndex , mapping . posCode , event , time , Game : : GPAD_NONE ) ;
}
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else if ( gamePad . stickDown [ stickIndex ] [ Game : : GPAD_STICK_NEG ] )
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{
const Game : : GamePadButtonEvent event = gamePad . stickDownLast [ stickIndex ] [ Game : : GPAD_STICK_NEG ] ? Game : : GPAD_BUTTON_UPDATE : Game : : GPAD_BUTTON_PRESSED ;
CL_GamepadButtonEvent ( gamePadIndex , mapping . negCode , event , time , Game : : GPAD_NONE ) ;
}
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else if ( gamePad . stickDownLast [ stickIndex ] [ Game : : GPAD_STICK_POS ] )
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{
CL_GamepadButtonEvent ( gamePadIndex , mapping . posCode , Game : : GPAD_BUTTON_RELEASED , time , Game : : GPAD_NONE ) ;
}
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else if ( gamePad . stickDownLast [ stickIndex ] [ Game : : GPAD_STICK_NEG ] )
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{
CL_GamepadButtonEvent ( gamePadIndex , mapping . negCode , Game : : GPAD_BUTTON_RELEASED , time , Game : : GPAD_NONE ) ;
}
}
}
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void Gamepad : : CL_GamepadEvent ( const int gamePadIndex , const Game : : GamepadPhysicalAxis physicalAxis , const float value , const unsigned time )
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{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
assert ( physicalAxis < Game : : GPAD_PHYSAXIS_COUNT & & physicalAxis > = 0 ) ;
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auto & gamePadGlobal = gamePadGlobals [ gamePadIndex ] ;
gamePadGlobal . axes . axesValues [ physicalAxis ] = value ;
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CL_GamepadGenerateAPad ( gamePadIndex , physicalAxis , time ) ;
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}
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void Gamepad : : UI_GamepadKeyEvent ( const int gamePadIndex , const int key , const bool down )
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{
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for ( const auto & mapping : controllerMenuKeyMappings )
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{
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if ( mapping . controllerKey = = key )
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{
Game : : UI_KeyEvent ( gamePadIndex , mapping . pcKey , down ) ;
return ;
}
}
// No point in sending unmapped controller keystrokes to the key event handler since it doesn't know how to use it anyway
// Game::UI_KeyEvent(gamePadIndex, key, down);
}
bool Gamepad : : CL_CheckForIgnoreDueToRepeat ( const int gamePadIndex , const int key , const int repeatCount , const unsigned time )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
auto & gamePadGlobal = gamePadGlobals [ gamePadIndex ] ;
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if ( Game : : Key_IsKeyCatcherActive ( gamePadIndex , Game : : KEYCATCH_UI ) )
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{
const int scrollDelayFirst = gpad_menu_scroll_delay_first . get < int > ( ) ;
const int scrollDelayRest = gpad_menu_scroll_delay_rest . get < int > ( ) ;
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for ( const auto menuScrollButton : Game : : menuScrollButtonList )
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{
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if ( key = = menuScrollButton )
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{
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if ( repeatCount = = 1 )
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{
gamePadGlobal . nextScrollTime = time + scrollDelayFirst ;
return false ;
}
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if ( time > gamePadGlobal . nextScrollTime )
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{
gamePadGlobal . nextScrollTime = time + scrollDelayRest ;
return false ;
}
break ;
}
}
}
return repeatCount > 1 ;
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}
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void Gamepad : : CL_GamepadButtonEvent ( const int gamePadIndex , const int key , const Game : : GamePadButtonEvent buttonEvent , const unsigned time , const Game : : GamePadButton button )
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{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
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const auto pressed = buttonEvent = = Game : : GPAD_BUTTON_PRESSED ;
const auto pressedOrUpdated = pressed | | buttonEvent = = Game : : GPAD_BUTTON_UPDATE ;
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auto & keyState = Game : : playerKeys [ gamePadIndex ] ;
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keyState . keys [ key ] . down = pressedOrUpdated ;
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if ( pressedOrUpdated )
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{
if ( + + keyState . keys [ key ] . repeats = = 1 )
keyState . anyKeyDown + + ;
}
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else if ( buttonEvent = = Game : : GPAD_BUTTON_RELEASED & & keyState . keys [ key ] . repeats > 0 )
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{
keyState . keys [ key ] . repeats = 0 ;
if ( - - keyState . anyKeyDown < 0 )
keyState . anyKeyDown = 0 ;
}
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if ( pressedOrUpdated & & CL_CheckForIgnoreDueToRepeat ( gamePadIndex , key , keyState . keys [ key ] . repeats , time ) )
return ;
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if ( Game : : Key_IsKeyCatcherActive ( gamePadIndex , Game : : KEYCATCH_LOCATION_SELECTION ) & & pressedOrUpdated )
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{
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if ( key = = Game : : K_BUTTON_B | | keyState . keys [ key ] . binding & & strcmp ( keyState . keys [ key ] . binding , " +actionslot 4 " ) = = 0 )
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{
keyState . locSelInputState = Game : : LOC_SEL_INPUT_CANCEL ;
}
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else if ( key = = Game : : K_BUTTON_A | | keyState . keys [ key ] . binding & & strcmp ( keyState . keys [ key ] . binding , " +attack " ) = = 0 )
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{
keyState . locSelInputState = Game : : LOC_SEL_INPUT_CONFIRM ;
}
return ;
}
keyState . locSelInputState = Game : : LOC_SEL_INPUT_NONE ;
const auto * keyBinding = keyState . keys [ key ] . binding ;
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char cmd [ 1024 ] ;
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if ( pressedOrUpdated )
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{
if ( Game : : Key_IsKeyCatcherActive ( gamePadIndex , Game : : KEYCATCH_UI ) )
{
UI_GamepadKeyEvent ( gamePadIndex , key , pressedOrUpdated ) ;
return ;
}
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if ( keyBinding )
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{
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if ( keyBinding [ 0 ] = = ' + ' )
{
float floatValue ;
if ( button )
floatValue = GPad_GetButton ( gamePadIndex , button ) ;
else
floatValue = 0.0f ;
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sprintf_s ( cmd , " %s %i %i %0.3f \n " , keyBinding , key , time , floatValue ) ;
Game : : Cbuf_AddText ( gamePadIndex , cmd ) ;
}
else
{
Game : : Cbuf_AddText ( gamePadIndex , keyBinding ) ;
Game : : Cbuf_AddText ( gamePadIndex , " \n " ) ;
}
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}
}
else
{
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if ( keyBinding & & keyBinding [ 0 ] = = ' + ' )
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{
float floatValue ;
if ( button )
floatValue = GPad_GetButton ( gamePadIndex , button ) ;
else
floatValue = 0.0f ;
sprintf_s ( cmd , " -%s %i %i %0.3f \n " , & keyBinding [ 1 ] , key , time , floatValue ) ;
Game : : Cbuf_AddText ( gamePadIndex , cmd ) ;
}
if ( Game : : Key_IsKeyCatcherActive ( gamePadIndex , Game : : KEYCATCH_UI ) )
{
UI_GamepadKeyEvent ( gamePadIndex , key , pressedOrUpdated ) ;
}
}
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}
void Gamepad : : CL_GamepadButtonEventForPort ( const int gamePadIndex , const int key , const Game : : GamePadButtonEvent buttonEvent , const unsigned time , const Game : : GamePadButton button )
{
if ( Game : : Key_IsKeyCatcherActive ( gamePadIndex , Game : : KEYCATCH_UI ) )
CL_GamepadResetMenuScrollTime ( gamePadIndex , key , buttonEvent = = Game : : GPAD_BUTTON_PRESSED , time ) ;
CL_GamepadButtonEvent ( gamePadIndex , key , buttonEvent , time , button ) ;
}
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void Gamepad : : GPad_ConvertStickToFloat ( const short x , const short y , float & outX , float & outY )
{
Game : : vec2_t stickVec ;
stickVec [ 0 ] = static_cast < float > ( x ) / static_cast < float > ( std : : numeric_limits < short > : : max ( ) ) ;
stickVec [ 1 ] = static_cast < float > ( y ) / static_cast < float > ( std : : numeric_limits < short > : : max ( ) ) ;
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const auto deadZoneTotal = gpad_stick_deadzone_min . get < float > ( ) + gpad_stick_deadzone_max . get < float > ( ) ;
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auto len = Game : : Vec2Normalize ( stickVec ) ;
if ( gpad_stick_deadzone_min . get < float > ( ) < = len )
{
if ( 1.0f - gpad_stick_deadzone_max . get < float > ( ) > = len )
len = ( len - gpad_stick_deadzone_min . get < float > ( ) ) / ( 1.0f - deadZoneTotal ) ;
else
len = 1.0f ;
}
else
len = 0.0f ;
outX = stickVec [ 0 ] * len ;
outY = stickVec [ 1 ] * len ;
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}
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float Gamepad : : GPad_GetStick ( const int gamePadIndex , const Game : : GamePadStick stick )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
auto & gamePad = gamePads [ gamePadIndex ] ;
return gamePad . sticks [ stick ] ;
}
float Gamepad : : GPad_GetButton ( const int gamePadIndex , Game : : GamePadButton button )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
auto & gamePad = gamePads [ gamePadIndex ] ;
float value = 0.0f ;
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if ( button & Game : : GPAD_DIGITAL_MASK )
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{
const auto buttonValue = button & Game : : GPAD_VALUE_MASK ;
value = buttonValue & gamePad . digitals ? 1.0f : 0.0f ;
}
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else if ( button & Game : : GPAD_ANALOG_MASK )
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{
const auto analogIndex = button & Game : : GPAD_VALUE_MASK ;
if ( analogIndex < std : : extent_v < decltype ( gamePad . analogs ) > )
{
value = gamePad . analogs [ analogIndex ] ;
}
}
return value ;
}
bool Gamepad : : GPad_IsButtonPressed ( const int gamePadIndex , Game : : GamePadButton button )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
auto & gamePad = gamePads [ gamePadIndex ] ;
bool down = false ;
bool lastDown = false ;
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if ( button & Game : : GPAD_DIGITAL_MASK )
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{
const auto buttonValue = button & Game : : GPAD_VALUE_MASK ;
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down = ( buttonValue & gamePad . digitals ) ! = 0 ;
lastDown = ( buttonValue & gamePad . lastDigitals ) ! = 0 ;
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}
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else if ( button & Game : : GPAD_ANALOG_MASK )
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{
const auto analogIndex = button & Game : : GPAD_VALUE_MASK ;
assert ( analogIndex < std : : extent_v < decltype ( gamePad . analogs ) > ) ;
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if ( analogIndex < std : : extent_v < decltype ( gamePad . analogs ) > )
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{
down = gamePad . analogs [ analogIndex ] > 0.0f ;
lastDown = gamePad . lastAnalogs [ analogIndex ] > 0.0f ;
}
}
return down & & ! lastDown ;
}
bool Gamepad : : GPad_ButtonRequiresUpdates ( const int gamePadIndex , Game : : GamePadButton button )
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{
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return ( button & Game : : GPAD_ANALOG_MASK | | button & Game : : GPAD_DPAD_MASK ) & & GPad_GetButton ( gamePadIndex , button ) > 0.0f ;
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}
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bool Gamepad : : GPad_IsButtonReleased ( int gamePadIndex , Game : : GamePadButton button )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
auto & gamePad = gamePads [ gamePadIndex ] ;
bool down = false ;
bool lastDown = false ;
if ( button & Game : : GPAD_DIGITAL_MASK )
{
const auto buttonValue = button & Game : : GPAD_VALUE_MASK ;
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down = ( gamePad . digitals & buttonValue ) ! = 0 ;
lastDown = ( gamePad . lastDigitals & buttonValue ) ! = 0 ;
}
else if ( button & Game : : GPAD_ANALOG_MASK )
{
const auto analogIndex = button & Game : : GPAD_VALUE_MASK ;
assert ( analogIndex < std : : extent_v < decltype ( gamePad . analogs ) > ) ;
if ( analogIndex < std : : extent_v < decltype ( gamePad . analogs ) > )
{
down = gamePad . analogs [ analogIndex ] > 0.0f ;
lastDown = gamePad . lastAnalogs [ analogIndex ] > 0.0f ;
}
}
return ! down & & lastDown ;
}
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void Gamepad : : GPad_UpdateSticksDown ( const int gamePadIndex )
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{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
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auto & gamePad = gamePads [ gamePadIndex ] ;
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for ( auto stickIndex = 0u ; stickIndex < std : : extent_v < decltype ( GamePad : : sticks ) > ; stickIndex + + )
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{
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for ( auto dir = 0 ; dir < Game : : GPAD_STICK_DIR_COUNT ; dir + + )
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{
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gamePad . stickDownLast [ stickIndex ] [ dir ] = gamePad . stickDown [ stickIndex ] [ dir ] ;
auto threshold = gpad_stick_pressed . get < float > ( ) ;
if ( gamePad . stickDownLast [ stickIndex ] [ dir ] )
threshold - = gpad_stick_pressed_hysteresis . get < float > ( ) ;
else
threshold + = gpad_stick_pressed_hysteresis . get < float > ( ) ;
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if ( dir = = Game : : GPAD_STICK_POS )
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{
gamePad . stickDown [ stickIndex ] [ dir ] = gamePad . sticks [ stickIndex ] > threshold ;
}
else
{
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assert ( dir = = Game : : GPAD_STICK_NEG ) ;
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gamePad . stickDown [ stickIndex ] [ dir ] = gamePad . sticks [ stickIndex ] < - threshold ;
}
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}
}
}
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void Gamepad : : GPad_UpdateSticks ( const int gamePadIndex , const XINPUT_GAMEPAD & state )
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{
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assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
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auto & gamePad = gamePads [ gamePadIndex ] ;
Game : : vec2_t lVec , rVec ;
GPad_ConvertStickToFloat ( state . sThumbLX , state . sThumbLY , lVec [ 0 ] , lVec [ 1 ] ) ;
GPad_ConvertStickToFloat ( state . sThumbRX , state . sThumbRY , rVec [ 0 ] , rVec [ 1 ] ) ;
gamePad . lastSticks [ 0 ] = gamePad . sticks [ 0 ] ;
gamePad . sticks [ 0 ] = lVec [ 0 ] ;
gamePad . lastSticks [ 1 ] = gamePad . sticks [ 1 ] ;
gamePad . sticks [ 1 ] = lVec [ 1 ] ;
gamePad . lastSticks [ 2 ] = gamePad . sticks [ 2 ] ;
gamePad . sticks [ 2 ] = rVec [ 0 ] ;
gamePad . lastSticks [ 3 ] = gamePad . sticks [ 3 ] ;
gamePad . sticks [ 3 ] = rVec [ 1 ] ;
GPad_UpdateSticksDown ( gamePadIndex ) ;
# ifdef DEBUG
if ( gpad_debug . get < bool > ( ) )
{
Logger : : Print ( " Left: X: %f Y: %f \n " , lVec [ 0 ] , lVec [ 1 ] ) ;
Logger : : Print ( " Right: X: %f Y: %f \n " , rVec [ 0 ] , rVec [ 1 ] ) ;
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Logger : : Print ( " Down: %i:%i %i:%i %i:%i %i:%i \n " , gamePad . stickDown [ 0 ] [ Game : : GPAD_STICK_POS ] , gamePad . stickDown [ 0 ] [ Game : : GPAD_STICK_NEG ] ,
gamePad . stickDown [ 1 ] [ Game : : GPAD_STICK_POS ] , gamePad . stickDown [ 1 ] [ Game : : GPAD_STICK_NEG ] ,
gamePad . stickDown [ 2 ] [ Game : : GPAD_STICK_POS ] , gamePad . stickDown [ 2 ] [ Game : : GPAD_STICK_NEG ] ,
gamePad . stickDown [ 3 ] [ Game : : GPAD_STICK_POS ] , gamePad . stickDown [ 3 ] [ Game : : GPAD_STICK_NEG ] ) ;
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}
# endif
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}
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void Gamepad : : GPad_UpdateDigitals ( const int gamePadIndex , const XINPUT_GAMEPAD & state )
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{
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assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
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auto & gamePad = gamePads [ gamePadIndex ] ;
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gamePad . lastDigitals = gamePad . digitals ;
gamePad . digitals = state . wButtons ;
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const auto leftDeflect = gpad_button_lstick_deflect_max . get < float > ( ) ;
if ( std : : fabs ( gamePad . sticks [ 0 ] ) > leftDeflect | | std : : fabs ( gamePad . sticks [ 1 ] ) > leftDeflect )
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gamePad . digitals & = ~ static_cast < short > ( XINPUT_GAMEPAD_LEFT_THUMB ) ;
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const auto rightDeflect = gpad_button_rstick_deflect_max . get < float > ( ) ;
if ( std : : fabs ( gamePad . sticks [ 2 ] ) > leftDeflect | | std : : fabs ( gamePad . sticks [ 3 ] ) > rightDeflect )
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gamePad . digitals & = ~ static_cast < short > ( XINPUT_GAMEPAD_RIGHT_THUMB ) ;
# ifdef DEBUG
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if ( gpad_debug . get < bool > ( ) )
{
Logger : : Print ( " Buttons: %x \n " , gamePad . digitals ) ;
}
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# endif
}
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void Gamepad : : GPad_UpdateAnalogs ( const int gamePadIndex , const XINPUT_GAMEPAD & state )
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{
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assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
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auto & gamePad = gamePads [ gamePadIndex ] ;
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const auto buttonDeadZone = gpad_button_deadzone . get < float > ( ) ;
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gamePad . lastAnalogs [ 0 ] = gamePad . analogs [ 0 ] ;
gamePad . analogs [ 0 ] = static_cast < float > ( state . bLeftTrigger ) / static_cast < float > ( std : : numeric_limits < unsigned char > : : max ( ) ) ;
if ( gamePad . analogs [ 0 ] < buttonDeadZone )
gamePad . analogs [ 0 ] = 0.0f ;
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gamePad . lastAnalogs [ 1 ] = gamePad . analogs [ 1 ] ;
gamePad . analogs [ 1 ] = static_cast < float > ( state . bRightTrigger ) / static_cast < float > ( std : : numeric_limits < unsigned char > : : max ( ) ) ;
if ( gamePad . analogs [ 1 ] < buttonDeadZone )
gamePad . analogs [ 1 ] = 0.0f ;
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# ifdef DEBUG
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if ( gpad_debug . get < bool > ( ) )
{
Logger : : Print ( " Triggers: %f %f \n " , gamePad . analogs [ 0 ] , gamePad . analogs [ 1 ] ) ;
}
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# endif
}
void Gamepad : : GPad_UpdateAll ( )
{
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GPad_RefreshAll ( ) ;
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for ( auto currentGamePadIndex = 0 ; currentGamePadIndex < Game : : MAX_GAMEPADS ; currentGamePadIndex + + )
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{
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const auto & gamePad = gamePads [ currentGamePadIndex ] ;
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if ( ! gamePad . enabled )
continue ;
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XINPUT_STATE inputState ;
if ( XInputGetState ( gamePad . portIndex , & inputState ) ! = ERROR_SUCCESS )
continue ;
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GPad_UpdateSticks ( currentGamePadIndex , inputState . Gamepad ) ;
GPad_UpdateDigitals ( currentGamePadIndex , inputState . Gamepad ) ;
GPad_UpdateAnalogs ( currentGamePadIndex , inputState . Gamepad ) ;
}
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}
void Gamepad : : IN_GamePadsMove ( )
{
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GPad_UpdateAll ( ) ;
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const auto time = Game : : Sys_Milliseconds ( ) ;
bool gpadPresent = false ;
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for ( auto gamePadIndex = 0 ; gamePadIndex < Game : : MAX_GAMEPADS ; gamePadIndex + + )
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{
const auto & gamePad = gamePads [ gamePadIndex ] ;
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if ( gamePad . enabled )
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{
gpadPresent = true ;
const auto lx = GPad_GetStick ( gamePadIndex , Game : : GPAD_LX ) ;
const auto ly = GPad_GetStick ( gamePadIndex , Game : : GPAD_LY ) ;
const auto rx = GPad_GetStick ( gamePadIndex , Game : : GPAD_RX ) ;
const auto ry = GPad_GetStick ( gamePadIndex , Game : : GPAD_RY ) ;
const auto leftTrig = GPad_GetButton ( gamePadIndex , Game : : GPAD_L_TRIG ) ;
const auto rightTrig = GPad_GetButton ( gamePadIndex , Game : : GPAD_R_TRIG ) ;
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CL_GamepadEvent ( gamePadIndex , Game : : GPAD_PHYSAXIS_LSTICK_X , lx , time ) ;
CL_GamepadEvent ( gamePadIndex , Game : : GPAD_PHYSAXIS_LSTICK_Y , ly , time ) ;
CL_GamepadEvent ( gamePadIndex , Game : : GPAD_PHYSAXIS_RSTICK_X , rx , time ) ;
CL_GamepadEvent ( gamePadIndex , Game : : GPAD_PHYSAXIS_RSTICK_Y , ry , time ) ;
CL_GamepadEvent ( gamePadIndex , Game : : GPAD_PHYSAXIS_LTRIGGER , leftTrig , time ) ;
CL_GamepadEvent ( gamePadIndex , Game : : GPAD_PHYSAXIS_RTRIGGER , rightTrig , time ) ;
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for ( const auto & buttonMapping : Game : : buttonList )
{
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if ( GPad_IsButtonPressed ( gamePadIndex , buttonMapping . padButton ) )
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{
CL_GamepadButtonEventForPort (
gamePadIndex ,
buttonMapping . code ,
Game : : GPAD_BUTTON_PRESSED ,
time ,
buttonMapping . padButton ) ;
}
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else if ( GPad_ButtonRequiresUpdates ( gamePadIndex , buttonMapping . padButton ) )
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{
CL_GamepadButtonEventForPort (
gamePadIndex ,
buttonMapping . code ,
Game : : GPAD_BUTTON_UPDATE ,
time ,
buttonMapping . padButton ) ;
}
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else if ( GPad_IsButtonReleased ( gamePadIndex , buttonMapping . padButton ) )
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{
CL_GamepadButtonEventForPort (
gamePadIndex ,
buttonMapping . code ,
Game : : GPAD_BUTTON_RELEASED ,
time ,
buttonMapping . padButton ) ;
}
}
}
}
gpad_present . setRaw ( gpadPresent ) ;
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}
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void Gamepad : : IN_Frame_Hk ( )
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{
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// Call original method
Utils : : Hook : : Call < void ( ) > ( 0x64C490 ) ( ) ;
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IN_GamePadsMove ( ) ;
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}
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void Gamepad : : Gamepad_WriteBindings ( const int gamePadIndex , const int handle )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
auto & gamePadGlobal = gamePadGlobals [ gamePadIndex ] ;
Game : : FS_Printf ( handle , " unbindallaxis \n " ) ;
for ( auto virtualAxisIndex = 0u ; virtualAxisIndex < Game : : GPAD_VIRTAXIS_COUNT ; virtualAxisIndex + + )
{
const auto & axisMapping = gamePadGlobal . axes . virtualAxes [ virtualAxisIndex ] ;
if ( axisMapping . physicalAxis < = Game : : GPAD_PHYSAXIS_NONE | | axisMapping . physicalAxis > = Game : : GPAD_PHYSAXIS_COUNT
| | axisMapping . mapType < = Game : : GPAD_MAP_NONE | | axisMapping . mapType > = Game : : GPAD_MAP_COUNT )
{
continue ;
}
const auto * physicalAxisName = Game : : physicalAxisNames [ axisMapping . physicalAxis ] ;
const auto * virtualAxisName = Game : : virtualAxisNames [ virtualAxisIndex ] ;
const auto * mappingName = Game : : gamePadMappingTypeNames [ axisMapping . mapType ] ;
Game : : FS_Printf ( handle , " bindaxis %s %s %s \n " , physicalAxisName , virtualAxisName , mappingName ) ;
}
}
void Gamepad : : Key_WriteBindings_Hk ( const int localClientNum , const int handle )
{
// Call original function
Utils : : Hook : : Call < void ( int , int ) > ( 0x4A5A20 ) ( localClientNum , handle ) ;
Gamepad_WriteBindings ( 0 , handle ) ;
}
void __declspec ( naked ) Gamepad : : Com_WriteConfiguration_Modified_Stub ( )
{
__asm
{
mov eax , [ ecx + 0x18 ]
or eax , gamePadBindingsModifiedFlags // Also check for gamePadBindingsModifiedFlags
test al , 1
jz endMethod
mov gamePadBindingsModifiedFlags , 0 // Reset gamePadBindingsModifiedFlags
mov eax , [ ecx + 0x18 ] // Restore eax to dvar_modified_flags
push 0x60B26E
retn
endMethod :
push 0x60B298
retn
}
}
void Gamepad : : Gamepad_BindAxis ( const int gamePadIndex , const Game : : GamepadPhysicalAxis realIndex , const Game : : GamepadVirtualAxis axisIndex , const Game : : GamepadMapping mapType )
{
assert ( gamePadIndex < Game : : MAX_GAMEPADS ) ;
assert ( realIndex > Game : : GPAD_PHYSAXIS_NONE & & realIndex < Game : : GPAD_PHYSAXIS_COUNT ) ;
assert ( axisIndex > Game : : GPAD_VIRTAXIS_NONE & & axisIndex < Game : : GPAD_VIRTAXIS_COUNT ) ;
assert ( mapType > Game : : GPAD_MAP_NONE & & mapType < Game : : GPAD_MAP_COUNT ) ;
auto & gamePadGlobal = gamePadGlobals [ gamePadIndex ] ;
gamePadGlobal . axes . virtualAxes [ axisIndex ] . physicalAxis = realIndex ;
gamePadGlobal . axes . virtualAxes [ axisIndex ] . mapType = mapType ;
gamePadBindingsModifiedFlags | = 1 ;
}
Game : : GamepadPhysicalAxis Gamepad : : StringToPhysicalAxis ( const char * str )
{
for ( auto i = 0u ; i < std : : extent_v < decltype ( Game : : physicalAxisNames ) > ; i + + )
{
if ( strcmp ( str , Game : : physicalAxisNames [ i ] ) = = 0 )
return static_cast < Game : : GamepadPhysicalAxis > ( i ) ;
}
return Game : : GPAD_PHYSAXIS_NONE ;
}
Game : : GamepadVirtualAxis Gamepad : : StringToVirtualAxis ( const char * str )
{
for ( auto i = 0u ; i < std : : extent_v < decltype ( Game : : virtualAxisNames ) > ; i + + )
{
if ( strcmp ( str , Game : : virtualAxisNames [ i ] ) = = 0 )
return static_cast < Game : : GamepadVirtualAxis > ( i ) ;
}
return Game : : GPAD_VIRTAXIS_NONE ;
}
Game : : GamepadMapping Gamepad : : StringToGamePadMapping ( const char * str )
{
for ( auto i = 0u ; i < std : : extent_v < decltype ( Game : : gamePadMappingTypeNames ) > ; i + + )
{
if ( strcmp ( str , Game : : gamePadMappingTypeNames [ i ] ) = = 0 )
return static_cast < Game : : GamepadMapping > ( i ) ;
}
return Game : : GPAD_MAP_NONE ;
}
void Gamepad : : Axis_Bind_f ( Command : : Params * params )
{
if ( params - > length ( ) < 4 )
{
Logger : : Print ( " bindaxis <real axis> <virtual axis> <input type> \n " ) ;
return ;
}
const auto * physicalAxisText = params - > get ( 1 ) ;
const auto * virtualAxisText = params - > get ( 2 ) ;
const auto * mappingText = params - > get ( 3 ) ;
const Game : : GamepadPhysicalAxis physicalAxis = StringToPhysicalAxis ( physicalAxisText ) ;
if ( physicalAxis = = Game : : GPAD_PHYSAXIS_NONE )
{
Logger : : Print ( " \" %s \" isn't a valid physical axis \n " , physicalAxisText ) ;
return ;
}
const Game : : GamepadVirtualAxis virtualAxis = StringToVirtualAxis ( virtualAxisText ) ;
if ( virtualAxis = = Game : : GPAD_VIRTAXIS_NONE )
{
Logger : : Print ( " \" %s \" isn't a valid virtual axis \n " , virtualAxisText ) ;
return ;
}
const Game : : GamepadMapping mapping = StringToGamePadMapping ( mappingText ) ;
if ( mapping = = Game : : GPAD_MAP_NONE )
{
Logger : : Print ( " \" %s \" isn't a valid input type \n " , mappingText ) ;
return ;
}
Gamepad_BindAxis ( 0 , physicalAxis , virtualAxis , mapping ) ;
}
void Gamepad : : Axis_Unbindall_f ( Command : : Params * params )
{
auto & gamePadGlobal = gamePadGlobals [ 0 ] ;
for ( auto & virtualAxis : gamePadGlobal . axes . virtualAxes )
{
virtualAxis . physicalAxis = Game : : GPAD_PHYSAXIS_NONE ;
virtualAxis . mapType = Game : : GPAD_MAP_NONE ;
}
}
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void Gamepad : : Bind_GP_SticksConfigs_f ( Command : : Params * params )
{
const auto * stickConfigName = gpad_sticksConfig . get < const char * > ( ) ;
Game : : Cbuf_AddText ( 0 , Utils : : String : : VA ( " exec %s \n " , stickConfigName ) ) ;
}
void Gamepad : : Bind_GP_ButtonsConfigs_f ( Command : : Params * params )
{
const auto * buttonConfigName = gpad_buttonConfig . get < const char * > ( ) ;
Game : : Cbuf_AddText ( 0 , Utils : : String : : VA ( " exec %s \n " , buttonConfigName ) ) ;
}
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void Gamepad : : InitDvars ( )
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{
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gpad_enabled = Dvar : : Register < bool > ( " gpad_enabled " , false , Game : : DVAR_FLAG_SAVED , " Game pad enabled " ) ;
gpad_debug = Dvar : : Register < bool > ( " gpad_debug " , false , 0 , " Game pad debugging " ) ;
gpad_present = Dvar : : Register < bool > ( " gpad_present " , false , 0 , " Game pad present " ) ;
gpad_sticksConfig = Dvar : : Register < const char * > ( " gpad_sticksConfig " , " thumbstick_default " , Game : : DVAR_FLAG_SAVED , " Game pad stick configuration " ) ;
gpad_buttonConfig = Dvar : : Register < const char * > ( " gpad_buttonConfig " , " buttons_default " , Game : : DVAR_FLAG_SAVED , " Game pad button configuration " ) ;
gpad_menu_scroll_delay_first = Dvar : : Register < int > ( " gpad_menu_scroll_delay_first " , 420 , 0 , 1000 , Game : : DVAR_FLAG_SAVED , " Menu scroll key-repeat delay, for the first repeat, in milliseconds " ) ;
gpad_menu_scroll_delay_rest = Dvar : : Register < int > ( " gpad_menu_scroll_delay_rest " , 210 , 0 , 1000 , Game : : DVAR_FLAG_SAVED ,
" Menu scroll key-repeat delay, for repeats after the first, in milliseconds " ) ;
gpad_rumble = Dvar : : Register < bool > ( " gpad_rumble " , true , Game : : DVAR_FLAG_SAVED , " Enable game pad rumble " ) ;
gpad_stick_pressed_hysteresis = Dvar : : Register < float > ( " gpad_stick_pressed_hysteresis " , 0.1f , 0.0f , 1.0f , 0 ,
" Game pad stick pressed no-change-zone around gpad_stick_pressed to prevent bouncing " ) ;
gpad_stick_pressed = Dvar : : Register < float > ( " gpad_stick_pressed " , 0.4f , 0.0 , 1.0 , 0 , " Game pad stick pressed threshhold " ) ;
gpad_stick_deadzone_max = Dvar : : Register < float > ( " gpad_stick_deadzone_max " , 0.01f , 0.0f , 1.0f , 0 , " Game pad maximum stick deadzone " ) ;
gpad_stick_deadzone_min = Dvar : : Register < float > ( " gpad_stick_deadzone_min " , 0.2f , 0.0f , 1.0f , 0 , " Game pad minimum stick deadzone " ) ;
gpad_button_deadzone = Dvar : : Register < float > ( " gpad_button_deadzone " , 0.13f , 0.0f , 1.0f , 0 , " Game pad button deadzone threshhold " ) ;
gpad_button_lstick_deflect_max = Dvar : : Register < float > ( " gpad_button_lstick_deflect_max " , 1.0f , 0.0f , 1.0f , 0 , " Game pad maximum pad stick pressed value " ) ;
gpad_button_rstick_deflect_max = Dvar : : Register < float > ( " gpad_button_rstick_deflect_max " , 1.0f , 0.0f , 1.0f , 0 , " Game pad maximum pad stick pressed value " ) ;
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}
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void Gamepad : : IN_Init_Hk ( )
{
// Call original method
Utils : : Hook : : Call < void ( ) > ( 0x45D620 ) ( ) ;
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InitDvars ( ) ;
}
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void Gamepad : : CreateKeyNameMap ( )
{
memcpy ( Game : : combinedKeyNames , Game : : vanillaKeyNames , sizeof ( Game : : keyname_t ) * Game : : VANILLA_KEY_NAME_COUNT ) ;
memcpy ( & Game : : combinedKeyNames [ Game : : VANILLA_KEY_NAME_COUNT ] , Game : : extendedKeyNames , sizeof ( Game : : keyname_t ) * std : : extent_v < decltype ( Game : : extendedKeyNames ) > ) ;
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Game : : combinedKeyNames [ std : : extent_v < decltype ( Game : : combinedKeyNames ) > - 1 ] = { nullptr , 0 } ;
memcpy ( Game : : combinedLocalizedKeyNames , Game : : vanillaLocalizedKeyNames , sizeof ( Game : : keyname_t ) * Game : : VANILLA_LOCALIZED_KEY_NAME_COUNT ) ;
memcpy ( & Game : : combinedLocalizedKeyNames [ Game : : VANILLA_LOCALIZED_KEY_NAME_COUNT ] , Game : : extendedLocalizedKeyNames , sizeof ( Game : : keyname_t ) * std : : extent_v < decltype ( Game : : extendedLocalizedKeyNames ) > ) ;
Game : : combinedLocalizedKeyNames [ std : : extent_v < decltype ( Game : : combinedLocalizedKeyNames ) > - 1 ] = { nullptr , 0 } ;
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Utils : : Hook : : Set < Game : : keyname_t * > ( 0x4A780A , Game : : combinedKeyNames ) ;
Utils : : Hook : : Set < Game : : keyname_t * > ( 0x4A7810 , Game : : combinedKeyNames ) ;
Utils : : Hook : : Set < Game : : keyname_t * > ( 0x435C9F , Game : : combinedKeyNames ) ;
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Utils : : Hook : : Set < Game : : keyname_t * > ( 0x435C98 , Game : : combinedLocalizedKeyNames ) ;
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}
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Gamepad : : Gamepad ( )
{
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if ( ZoneBuilder : : IsEnabled ( ) )
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return ;
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// use the xinput state when creating a usercmd
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//Utils::Hook(0x5A6DB9, CL_CreateCmdStub, HOOK_JUMP).install()->quick();
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// package the forward and right move components in the move buttons
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Utils : : Hook ( 0x60E38D , MSG_WriteDeltaUsercmdKeyStub , HOOK_JUMP ) . install ( ) - > quick ( ) ;
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// send two bytes for sending movement data
Utils : : Hook : : Set < BYTE > ( 0x60E501 , 16 ) ;
Utils : : Hook : : Set < BYTE > ( 0x60E5CD , 16 ) ;
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// make sure to parse the movement data properly and apply it
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Utils : : Hook ( 0x492127 , MSG_ReadDeltaUsercmdKeyStub , HOOK_JUMP ) . install ( ) - > quick ( ) ;
Utils : : Hook ( 0x492009 , MSG_ReadDeltaUsercmdKeyStub2 , HOOK_JUMP ) . install ( ) - > quick ( ) ;
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// Also rewrite configuration when gamepad config is dirty
Utils : : Hook ( 0x60B264 , Com_WriteConfiguration_Modified_Stub , HOOK_JUMP ) . install ( ) - > quick ( ) ;
Utils : : Hook ( 0x60B223 , Key_WriteBindings_Hk , HOOK_CALL ) . install ( ) - > quick ( ) ;
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CreateKeyNameMap ( ) ;
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Command : : Add ( " bindaxis " , Axis_Bind_f ) ;
Command : : Add ( " unbindallaxis " , Axis_Unbindall_f ) ;
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Command : : Add ( " bindgpsticksconfigs " , Bind_GP_SticksConfigs_f ) ;
Command : : Add ( " bindgpbuttonsconfigs " , Bind_GP_ButtonsConfigs_f ) ;
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if ( Dedicated : : IsEnabled ( ) )
return ;
Utils : : Hook ( 0x467C03 , IN_Init_Hk , HOOK_CALL ) . install ( ) - > quick ( ) ;
Utils : : Hook ( 0x475E9E , IN_Frame_Hk , HOOK_CALL ) . install ( ) - > quick ( ) ;
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//Utils::Hook(0x5A617D, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
//Utils::Hook(0x5A6816, CL_GetMouseMovementStub, HOOK_CALL).install()->quick();
//Utils::Hook(0x5A6829, unk_CheckKeyHook, HOOK_CALL).install()->quick();
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xpadSensitivity = Dvar : : Register < float > ( " xpad_sensitivity " , 1.9f , 0.1f , 10.0f , Game : : DVAR_FLAG_SAVED , " View sensitivity for XInput-compatible gamepads " ) ;
xpadEarlyTime = Dvar : : Register < int > ( " xpad_early_time " , 130 , 0 , 1000 , Game : : DVAR_FLAG_SAVED , " Time (in milliseconds) of reduced view sensitivity " ) ;
xpadEarlyMultiplier = Dvar : : Register < float > ( " xpad_early_multiplier " , 0.25f , 0.01f , 1.0f , Game : : DVAR_FLAG_SAVED ,
" By how much the view sensitivity is multiplied during xpad_early_time when moving the view stick " ) ;
xpadHorizontalMultiplier = Dvar : : Register < float > ( " xpad_horizontal_multiplier " , 1.5f , 1.0f , 20.0f , Game : : DVAR_FLAG_SAVED , " Horizontal view sensitivity multiplier " ) ;
xpadVerticalMultiplier = Dvar : : Register < float > ( " xpad_vertical_multiplier " , 0.8f , 1.0f , 20.0f , Game : : DVAR_FLAG_SAVED , " Vertical view sensitivity multiplier " ) ;
xpadAdsMultiplier = Dvar : : Register < float > ( " xpad_ads_multiplier " , 0.7f , 0.1f , 1.0f , Game : : DVAR_FLAG_SAVED , " By how much the view sensitivity is multiplied when aiming down the sights. " ) ;
}
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}