iw4x-client/src/Components/Modules/Gamepad.cpp
2021-08-30 16:09:52 +02:00

1805 lines
68 KiB
C++

#include "STDInclude.hpp"
#include <limits>
#include <cmath>
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}
};
StickToCodeMap_t analogStickList[4]
{
{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
};
GamepadPhysicalAxis axisSameStick[GPAD_PHYSAXIS_COUNT]
{
GPAD_PHYSAXIS_RSTICK_Y,
GPAD_PHYSAXIS_RSTICK_X,
GPAD_PHYSAXIS_LSTICK_Y,
GPAD_PHYSAXIS_LSTICK_X,
GPAD_PHYSAXIS_NONE,
GPAD_PHYSAXIS_NONE
};
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"
};
keyNum_t menuScrollButtonList[]
{
K_APAD_UP,
K_APAD_DOWN,
K_APAD_LEFT,
K_APAD_RIGHT,
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},
};
keyname_t extendedLocalizedKeyNames[]
{
// Material text icons pattern: 0x01 width height material_name_len
{"^\x01\x32\x32\x08""button_a", K_BUTTON_A},
{"^\x01\x32\x32\x08""button_b", K_BUTTON_B},
{"^\x01\x32\x32\x08""button_x", K_BUTTON_X},
{"^\x01\x32\x32\x08""button_y", K_BUTTON_Y},
{"^\x01\x32\x32\x0D""button_lshldr", K_BUTTON_LSHLDR},
{"^\x01\x32\x32\x0D""button_rshldr", K_BUTTON_RSHLDR},
{"^\x01\x32\x32\x0C""button_start", K_BUTTON_START},
{"^\x01\x32\x32\x0B""button_back", K_BUTTON_BACK},
{"^\x01\x48\x32\x0D""button_lstick", K_BUTTON_LSTICK},
{"^\x01\x48\x32\x0D""button_rstick", K_BUTTON_RSTICK},
{"^\x01\x32\x32\x0C""button_ltrig", K_BUTTON_LTRIG},
{"^\x01\x32\x32\x0C""button_rtrig", K_BUTTON_RTRIG},
{"^\x01\x32\x32\x07""dpad_up", K_DPAD_UP},
{"^\x01\x32\x32\x09""dpad_down", K_DPAD_DOWN},
{"^\x01\x32\x32\x09""dpad_left", K_DPAD_LEFT},
{"^\x01\x32\x32\x0A""dpad_right", K_DPAD_RIGHT},
};
constexpr auto VANILLA_KEY_NAME_COUNT = 95;
constexpr auto VANILLA_LOCALIZED_KEY_NAME_COUNT = 95;
keyname_t combinedKeyNames[VANILLA_KEY_NAME_COUNT + std::extent_v<decltype(extendedKeyNames)> + 1];
keyname_t combinedLocalizedKeyNames[VANILLA_KEY_NAME_COUNT + std::extent_v<decltype(extendedLocalizedKeyNames)> + 1];
PlayerKeyState* playerKeys = reinterpret_cast<PlayerKeyState*>(0xA1B7D0);
AimAssistGlobals* aaGlobArray = reinterpret_cast<AimAssistGlobals*>(0x7A2110);
keyname_t* vanillaKeyNames = reinterpret_cast<keyname_t*>(0x798580);
keyname_t* vanillaLocalizedKeyNames = reinterpret_cast<keyname_t*>(0x798880);
constexpr auto VANILLA_AIM_ASSIST_GRAPH_COUNT = 4u;
GraphFloat* aaInputGraph = reinterpret_cast<GraphFloat*>(0x7A2FC0);
}
namespace Components
{
Gamepad::GamePad Gamepad::gamePads[Game::MAX_GAMEPADS]{};
Gamepad::GamePadGlobals Gamepad::gamePadGlobals[Game::MAX_GAMEPADS]{{}};
int Gamepad::gamePadBindingsModifiedFlags = 0;
Dvar::Var Gamepad::gpad_enabled;
Dvar::Var Gamepad::gpad_debug;
Dvar::Var Gamepad::gpad_present;
Dvar::Var Gamepad::gpad_in_use;
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::input_viewSensitivity;
Dvar::Var Gamepad::input_invertPitch;
Dvar::Var Gamepad::aim_turnrate_pitch;
Dvar::Var Gamepad::aim_turnrate_pitch_ads;
Dvar::Var Gamepad::aim_turnrate_yaw;
Dvar::Var Gamepad::aim_turnrate_yaw_ads;
Dvar::Var Gamepad::aim_accel_turnrate_enabled;
Dvar::Var Gamepad::aim_accel_turnrate_lerp;
Dvar::Var Gamepad::aim_input_graph_enabled;
Dvar::Var Gamepad::aim_input_graph_index;
Dvar::Var Gamepad::aim_scale_view_axis;
Dvar::Var Gamepad::cl_bypassMouseInput;
Dvar::Var Gamepad::cg_mapLocationSelectionCursorSpeed;
Dvar::Var Gamepad::aim_aimAssistRangeScale;
Dvar::Var Gamepad::aim_slowdown_enabled;
Dvar::Var Gamepad::aim_slowdown_debug;
Dvar::Var Gamepad::aim_slowdown_pitch_scale;
Dvar::Var Gamepad::aim_slowdown_pitch_scale_ads;
Dvar::Var Gamepad::aim_slowdown_yaw_scale;
Dvar::Var Gamepad::aim_slowdown_yaw_scale_ads;
Dvar::Var Gamepad::aim_lockon_enabled;
Dvar::Var Gamepad::aim_lockon_deflection;
Dvar::Var Gamepad::aim_lockon_pitch_strength;
Dvar::Var Gamepad::aim_lockon_strength;
Dvar::Var Gamepad::xpadSensitivity;
Dvar::Var Gamepad::xpadEarlyTime;
Dvar::Var Gamepad::xpadEarlyMultiplier;
Dvar::Var Gamepad::xpadHorizontalMultiplier;
Dvar::Var Gamepad::xpadVerticalMultiplier;
Dvar::Var Gamepad::xpadAdsMultiplier;
struct ControllerMenuKeyMapping
{
Game::keyNum_t controllerKey;
Game::keyNum_t pcKey;
};
ControllerMenuKeyMapping controllerMenuKeyMappings[]
{
{Game::K_BUTTON_A, Game::K_ENTER},
{Game::K_BUTTON_START, Game::K_ENTER},
{Game::K_BUTTON_B, Game::K_ESCAPE},
{Game::K_BUTTON_BACK, Game::K_ESCAPE},
{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},
};
Gamepad::GamePadGlobals::GamePadGlobals()
: axes{},
nextScrollTime(0)
{
for (auto& virtualAxis : axes.virtualAxes)
{
virtualAxis.physicalAxis = Game::GPAD_PHYSAXIS_NONE;
virtualAxis.mapType = Game::GPAD_MAP_NONE;
}
}
__declspec(naked) void Gamepad::MSG_WriteDeltaUsercmdKeyStub()
{
__asm
{
// fix stack pointer
add esp, 0Ch
// put both forward move and rightmove values in the movement button
mov dl, byte ptr[edi + 1Ah] // to_forwardMove
mov dh, byte ptr[edi + 1Bh] // to_rightMove
mov[esp + 30h], dx // to_buttons
mov dl, byte ptr[ebp + 1Ah] // from_forwardMove
mov dh, byte ptr[ebp + 1Bh] // from_rightMove
mov[esp + 2Ch], 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, 10h
// 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, 10h
// return back
push 3
push esi
push 0x492085
ret
}
}
bool Gamepad::GPad_Check(const int gamePadIndex, const int portIndex)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
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;
for (auto currentPort = 0; currentPort < XUSER_MAX_COUNT && currentGamePadNum < Game::MAX_GAMEPADS; currentPort++)
{
if (GPad_Check(currentGamePadNum, currentPort))
currentGamePadNum++;
}
}
float Gamepad::LinearTrack(const float target, const float current, const float rate, const float deltaTime)
{
const auto err = target - current;
float step;
if (err <= 0.0f)
step = -rate * deltaTime;
else
step = rate * deltaTime;
if (std::fabs(err) <= 0.001f)
return target;
if (std::fabs(step) <= std::fabs(err))
return current + step;
return target;
}
bool Gamepad::AimAssist_DoBoundsIntersectCenterBox(const float* clipMins, const float* clipMaxs, const float clipHalfWidth, const float clipHalfHeight)
{
return clipHalfWidth >= clipMins[0] && clipMaxs[0] >= -clipHalfWidth
&& clipHalfHeight >= clipMins[1] && clipMaxs[1] >= -clipHalfHeight;
}
bool Gamepad::AimAssist_IsPlayerUsingOffhand(Game::AimAssistPlayerState* ps)
{
if ((ps->weapFlags & 2) == 0)
return false;
if (!ps->weapIndex)
return false;
const auto* weaponDef = Game::BG_GetWeaponDef(ps->weapIndex);
return weaponDef->offhandClass != Game::OFFHAND_CLASS_NONE;
}
const Game::AimScreenTarget* Gamepad::AimAssist_GetBestTarget(const Game::AimAssistGlobals* aaGlob, const float range, const float regionWidth, const float regionHeight)
{
const auto rangeSqr = range * range;
for (auto targetIndex = 0; targetIndex < aaGlob->screenTargetCount; targetIndex++)
{
const auto* currentTarget = &aaGlob->screenTargets[targetIndex];
if (currentTarget->distSqr <= rangeSqr && AimAssist_DoBoundsIntersectCenterBox(currentTarget->clipMins, currentTarget->clipMaxs, regionWidth, regionHeight))
{
return currentTarget;
}
}
return nullptr;
}
const Game::AimScreenTarget* Gamepad::AimAssist_GetTargetFromEntity(const Game::AimAssistGlobals* aaGlob, const int entIndex)
{
if (entIndex == Game::AIM_TARGET_INVALID)
return nullptr;
for (auto targetIndex = 0; targetIndex < aaGlob->screenTargetCount; targetIndex++)
{
const auto* currentTarget = &aaGlob->screenTargets[targetIndex];
if (currentTarget->entIndex == entIndex)
return currentTarget;
}
return nullptr;
}
const Game::AimScreenTarget* Gamepad::AimAssist_GetPrevOrBestTarget(const Game::AimAssistGlobals* aaGlob, const float range, const float regionWidth, const float regionHeight,
const int prevTargetEnt)
{
const auto screenTarget = AimAssist_GetTargetFromEntity(aaGlob, prevTargetEnt);
if (screenTarget && (range * range) > screenTarget->distSqr && AimAssist_DoBoundsIntersectCenterBox(screenTarget->clipMins, screenTarget->clipMaxs, regionWidth, regionHeight))
return screenTarget;
return AimAssist_GetBestTarget(aaGlob, range, regionWidth, regionHeight);
}
void Gamepad::AimAssist_ApplyLockOn(const Game::AimInput* input, Game::AimOutput* output)
{
#ifdef AIM_ASSIST_ENABLED
assert(input);
assert(input->localClientNum < Game::MAX_GAMEPADS);
auto& aaGlob = Game::aaGlobArray[input->localClientNum];
const auto prevTargetEnt = aaGlob.lockOnTargetEnt;
aaGlob.lockOnTargetEnt = Game::AIM_TARGET_INVALID;
if (!aim_lockon_enabled.get<bool>() || AimAssist_IsPlayerUsingOffhand(&aaGlob.ps) || aaGlob.autoAimActive || aaGlob.autoMeleeState == Game::AIM_MELEE_STATE_UPDATING)
return;
const auto* weaponDef = Game::BG_GetWeaponDef(aaGlob.ps.weapIndex);
if (weaponDef->requireLockonToFire)
return;
const auto deflection = aim_lockon_deflection.get<float>();
if (deflection > std::fabs(input->pitchAxis) && deflection > std::fabs(input->yawAxis) && deflection > std::fabs(input->rightAxis))
return;
if (!aaGlob.ps.weapIndex)
return;
const auto aimAssistRange = AimAssist_Lerp(weaponDef->aimAssistRange, weaponDef->aimAssistRangeAds, aaGlob.adsLerp) * aim_aimAssistRangeScale.get<float>();
const auto screenTarget = AimAssist_GetPrevOrBestTarget(&aaGlob, aimAssistRange, aaGlob.tweakables.lockOnRegionWidth, aaGlob.tweakables.lockOnRegionHeight, prevTargetEnt);
if (screenTarget && screenTarget->distSqr > 0.0f)
{
aaGlob.lockOnTargetEnt = screenTarget->entIndex;
const auto arcLength = std::sqrt(screenTarget->distSqr) * static_cast<float>(M_PI);
const auto pitchTurnRate =
(screenTarget->velocity[0] * aaGlob.viewAxis[2][0] + screenTarget->velocity[1] * aaGlob.viewAxis[2][1] + screenTarget->velocity[2] * aaGlob.viewAxis[2][2]
- (aaGlob.ps.velocity[0] * aaGlob.viewAxis[2][0] + aaGlob.ps.velocity[1] * aaGlob.viewAxis[2][1] + aaGlob.ps.velocity[2] * aaGlob.viewAxis[2][2]))
/ arcLength * 180.0f * aim_lockon_pitch_strength.get<float>();
const auto yawTurnRate =
(screenTarget->velocity[0] * aaGlob.viewAxis[1][0] + screenTarget->velocity[1] * aaGlob.viewAxis[1][1] + screenTarget->velocity[2] * aaGlob.viewAxis[1][2]
- (aaGlob.ps.velocity[0] * aaGlob.viewAxis[1][0] + aaGlob.ps.velocity[1] * aaGlob.viewAxis[1][1] + aaGlob.ps.velocity[2] * aaGlob.viewAxis[1][2]))
/ arcLength * 180.0f * aim_lockon_strength.get<float>();
output->pitch -= pitchTurnRate * input->deltaTime;
output->yaw += yawTurnRate * input->deltaTime;
}
#endif
}
void Gamepad::AimAssist_CalcAdjustedAxis(const Game::AimInput* input, float* pitchAxis, float* yawAxis)
{
assert(input);
assert(pitchAxis);
assert(yawAxis);
const auto graphIndex = aim_input_graph_index.get<int>();
if (aim_input_graph_enabled.get<bool>() && graphIndex >= 0 && graphIndex < Game::VANILLA_AIM_ASSIST_GRAPH_COUNT)
{
const auto deflection = std::sqrt(input->pitchAxis * input->pitchAxis + input->yawAxis * input->yawAxis);
float fraction;
if (deflection - 1.0f < 0.0f)
fraction = deflection;
else
fraction = 1.0f;
if (0.0f - deflection >= 0.0f)
fraction = 0.0f;
const auto graphScale = Game::GraphFloat_GetValue(&Game::aaInputGraph[graphIndex], fraction);
*pitchAxis = input->pitchAxis * graphScale;
*yawAxis = input->yawAxis * graphScale;
}
else
{
*pitchAxis = input->pitchAxis;
*yawAxis = input->yawAxis;
}
if (aim_scale_view_axis.get<bool>())
{
const auto absPitchAxis = std::fabs(*pitchAxis);
const auto absYawAxis = std::fabs(*yawAxis);
if (absPitchAxis <= absYawAxis)
*pitchAxis = (1.0f - (absYawAxis - absPitchAxis)) * *pitchAxis;
else
*yawAxis = (1.0f - (absPitchAxis - absYawAxis)) * *yawAxis;
}
}
bool Gamepad::AimAssist_IsSlowdownActive(const Game::AimAssistPlayerState* ps)
{
if (!aim_slowdown_enabled.get<bool>())
return false;
if (!ps->weapIndex)
return false;
const auto* weaponDef = Game::BG_GetWeaponDef(ps->weapIndex);
if (weaponDef->requireLockonToFire)
return false;
if (ps->linkFlags & 4)
return false;
if (ps->weaponState >= Game::WEAPON_STUNNED_START && ps->weaponState <= Game::WEAPON_STUNNED_END)
return false;
if (ps->eFlags & 0x300800)
return false;
if (!ps->hasAmmo)
return false;
return true;
}
void Gamepad::AimAssist_CalcSlowdown(const Game::AimInput* input, float* pitchScale, float* yawScale)
{
assert(input);
assert(input->localClientNum < Game::MAX_GAMEPADS);
auto& aaGlob = Game::aaGlobArray[input->localClientNum];
assert(pitchScale);
assert(yawScale);
*pitchScale = 1.0f;
*yawScale = 1.0f;
#ifdef AIM_ASSIST_ENABLED
if (!AimAssist_IsSlowdownActive(&aaGlob.ps))
return;
const auto* weaponDef = Game::BG_GetWeaponDef(aaGlob.ps.weapIndex);
const auto aimAssistRange = AimAssist_Lerp(weaponDef->aimAssistRange, weaponDef->aimAssistRangeAds, aaGlob.adsLerp) * aim_aimAssistRangeScale.get<float>();
const auto screenTarget = AimAssist_GetBestTarget(&aaGlob, aimAssistRange, aaGlob.tweakables.slowdownRegionWidth, aaGlob.tweakables.slowdownRegionHeight);
if (screenTarget)
{
*pitchScale = AimAssist_Lerp(aim_slowdown_pitch_scale.get<float>(), aim_slowdown_pitch_scale_ads.get<float>(), aaGlob.adsLerp);
*yawScale = AimAssist_Lerp(aim_slowdown_yaw_scale.get<float>(), aim_slowdown_yaw_scale_ads.get<float>(), aaGlob.adsLerp);
}
if (AimAssist_IsPlayerUsingOffhand(&aaGlob.ps))
*pitchScale = 1.0f;
#endif
}
float Gamepad::AimAssist_Lerp(const float from, const float to, const float fraction)
{
return (to - from) * fraction + from;
}
void Gamepad::AimAssist_ApplyTurnRates(const Game::AimInput* input, Game::AimOutput* output)
{
assert(input->localClientNum < Game::MAX_GAMEPADS);
auto& aaGlob = Game::aaGlobArray[input->localClientNum];
auto slowdownPitchScale = 0.0f;
auto slowdownYawScale = 0.0f;
float adjustedPitchAxis;
float adjustedYawAxis;
if (aaGlob.autoMeleeState == Game::AIM_MELEE_STATE_UPDATING)
{
adjustedPitchAxis = 0.0f;
adjustedYawAxis = 0.0f;
slowdownPitchScale = 1.0f;
slowdownYawScale = 1.0f;
}
else
{
AimAssist_CalcAdjustedAxis(input, &adjustedPitchAxis, &adjustedYawAxis);
AimAssist_CalcSlowdown(input, &slowdownPitchScale, &slowdownYawScale);
}
const auto sensitivity = input_viewSensitivity.get<float>();
auto pitchTurnRate = AimAssist_Lerp(aim_turnrate_pitch.get<float>(), aim_turnrate_pitch_ads.get<float>(), aaGlob.adsLerp);
pitchTurnRate = slowdownPitchScale * aaGlob.fovTurnRateScale * sensitivity * pitchTurnRate;
auto yawTurnRate = AimAssist_Lerp(aim_turnrate_yaw.get<float>(), aim_turnrate_yaw_ads.get<float>(), aaGlob.adsLerp);
yawTurnRate = slowdownYawScale * aaGlob.fovTurnRateScale * sensitivity * yawTurnRate;
if (input->pitchMax > 0 && input->pitchMax < pitchTurnRate)
pitchTurnRate = input->pitchMax;
if (input->yawMax > 0 && input->yawMax < yawTurnRate)
yawTurnRate = input->yawMax;
const auto pitchSign = adjustedPitchAxis >= 0.0f ? 1.0f : -1.0f;
const auto yawSign = adjustedYawAxis >= 0.0f ? 1.0f : -1.0f;
const auto pitchDelta = std::fabs(adjustedPitchAxis) * pitchTurnRate;
const auto yawDelta = std::fabs(adjustedYawAxis) * yawTurnRate;
if (!aim_accel_turnrate_enabled.get<bool>())
{
aaGlob.pitchDelta = pitchDelta;
aaGlob.yawDelta = yawDelta;
}
else
{
const auto accel = aim_accel_turnrate_lerp.get<float>() * sensitivity;
if (pitchDelta <= aaGlob.pitchDelta)
aaGlob.pitchDelta = pitchDelta;
else
aaGlob.pitchDelta = LinearTrack(pitchDelta, aaGlob.pitchDelta, accel, input->deltaTime);
if (yawDelta <= aaGlob.yawDelta)
aaGlob.yawDelta = yawDelta;
else
aaGlob.yawDelta = LinearTrack(yawDelta, aaGlob.yawDelta, accel, input->deltaTime);
}
output->pitch = aaGlob.pitchDelta * input->deltaTime * pitchSign + output->pitch;
output->yaw = aaGlob.yawDelta * input->deltaTime * yawSign + output->yaw;
}
void Gamepad::AimAssist_UpdateGamePadInput(const Game::AimInput* input, Game::AimOutput* output)
{
assert(input->localClientNum < Game::MAX_GAMEPADS);
auto& aaGlob = Game::aaGlobArray[input->localClientNum];
output->pitch = input->pitch;
output->yaw = input->yaw;
if (aaGlob.initialized)
{
Game::AimAssist_UpdateTweakables(input->localClientNum);
Game::AimAssist_UpdateAdsLerp(input);
AimAssist_ApplyTurnRates(input, output);
Game::AimAssist_ApplyAutoMelee(input, output);
AimAssist_ApplyLockOn(input, output);
}
aaGlob.prevButtons = input->buttons;
}
void Gamepad::CL_RemoteControlMove_GamePad(const int localClientNum, Game::usercmd_s* cmd)
{
// Buttons are already handled by keyboard input handler
const auto up = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_FORWARD);
const auto right = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_SIDE);
const auto sensitivity = input_viewSensitivity.get<float>();
constexpr auto scale = static_cast<float>(std::numeric_limits<char>::max());
cmd->remoteControlAngles[0] = ClampChar(cmd->remoteControlAngles[0] + static_cast<int>(std::floor(-up * scale * sensitivity)));
cmd->remoteControlAngles[1] = ClampChar(cmd->remoteControlAngles[1] + static_cast<int>(std::floor(-right * scale * sensitivity)));
}
constexpr auto CL_RemoteControlMove = 0x5A6BA0;
__declspec(naked) void Gamepad::CL_RemoteControlMove_Stub()
{
__asm
{
// Prepare args for our function call
push edi // usercmd
push eax // localClientNum
call CL_RemoteControlMove
// Call our function, the args were already prepared earlier
call CL_RemoteControlMove_GamePad
add esp, 0x8
ret
}
}
bool Gamepad::CG_HandleLocationSelectionInput_GamePad(const int localClientNum, Game::usercmd_s* /*cmd*/)
{
// Buttons are already handled by keyboard input handler
const auto frameTime = static_cast<float>(Game::cgArray[0].frametime) * 0.001f;
const auto mapAspectRatio = Game::cgArray[0].compassMapWorldSize[0] / Game::cgArray[0].compassMapWorldSize[1];
const auto selectionRequiresAngle = (Game::cgArray[0].predictedPlayerState.locationSelectionInfo & 0x80) != 0;
auto up = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_FORWARD);
auto right = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_SIDE);
auto magnitude = up * up + right * right;
if (magnitude > 1.0f)
{
magnitude = std::sqrt(magnitude);
up /= magnitude;
right /= magnitude;
}
Game::cgArray[0].selectedLocation[0] += right * cg_mapLocationSelectionCursorSpeed.get<float>() * frameTime;
Game::cgArray[0].selectedLocation[1] -= up * mapAspectRatio * cg_mapLocationSelectionCursorSpeed.get<float>() * frameTime;
if (selectionRequiresAngle)
{
const auto yawUp = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_PITCH);
const auto yawRight = CL_GamepadAxisValue(localClientNum, Game::GPAD_VIRTAXIS_YAW);
if (std::fabs(yawUp) > 0.0f || std::fabs(yawRight) > 0.0f)
{
Game::vec2_t vec
{
yawUp,
-yawRight
};
Game::cgArray[0].selectedLocationAngle = Game::AngleNormalize360(Game::vectoyaw(&vec));
Game::cgArray[0].selectedAngleLocation[0] = Game::cgArray[0].selectedLocation[0];
Game::cgArray[0].selectedAngleLocation[1] = Game::cgArray[0].selectedLocation[1];
}
}
else
{
Game::cgArray[0].selectedAngleLocation[0] = Game::cgArray[0].selectedLocation[0];
Game::cgArray[0].selectedAngleLocation[1] = Game::cgArray[0].selectedLocation[1];
}
return true;
}
constexpr auto CG_HandleLocationSelectionInput = 0x5A67A0;
__declspec(naked) void Gamepad::CG_HandleLocationSelectionInput_Stub()
{
__asm
{
// Prepare args for our function call
push esi // usercmd
push eax // localClientNum
call CG_HandleLocationSelectionInput
test al,al
jz exit_handling
// Call our function, the args were already prepared earlier
call CG_HandleLocationSelectionInput_GamePad
exit_handling:
add esp, 0x8
ret
}
}
bool Gamepad::CG_ShouldUpdateViewAngles(const int localClientNum)
{
return !Game::Key_IsKeyCatcherActive(localClientNum, Game::KEYCATCH_MASK_ANY) || Game::UI_GetActiveMenu(localClientNum) == Game::UIMENU_SCOREBOARD;
}
float Gamepad::CL_GamepadAxisValue(const int gamePadIndex, const Game::GamepadVirtualAxis virtualAxis)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
assert(virtualAxis > Game::GPAD_VIRTAXIS_NONE && virtualAxis < Game::GPAD_VIRTAXIS_COUNT);
const auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
const auto& [physicalAxis, mapType] = gamePadGlobal.axes.virtualAxes[virtualAxis];
if (physicalAxis <= Game::GPAD_PHYSAXIS_NONE || physicalAxis >= Game::GPAD_PHYSAXIS_COUNT)
return 0.0f;
auto axisDeflection = gamePadGlobal.axes.axesValues[physicalAxis];
if (mapType == Game::GPAD_MAP_SQUARED)
{
const auto otherAxisSameStick = Game::axisSameStick[physicalAxis];
float otherAxisDeflection;
if (otherAxisSameStick <= Game::GPAD_PHYSAXIS_NONE || otherAxisSameStick >= Game::GPAD_PHYSAXIS_COUNT)
otherAxisDeflection = 0.0f;
else
otherAxisDeflection = gamePadGlobal.axes.axesValues[otherAxisSameStick];
axisDeflection = std::sqrt(axisDeflection * axisDeflection + otherAxisDeflection * otherAxisDeflection) * axisDeflection;
}
return axisDeflection;
}
char Gamepad::ClampChar(const int value)
{
return static_cast<char>(std::clamp<int>(value, std::numeric_limits<char>::min(), std::numeric_limits<char>::max()));
}
void Gamepad::CL_GamepadMove(const int gamePadIndex, Game::usercmd_s* cmd, const float frame_time_base)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
auto& clientActive = Game::clients[gamePadIndex];
if (!gpad_enabled.get<bool>() || !gamePad.enabled)
return;
auto pitch = CL_GamepadAxisValue(gamePadIndex, Game::GPAD_VIRTAXIS_PITCH);
if (!input_invertPitch.get<bool>())
pitch *= -1;
auto yaw = -CL_GamepadAxisValue(gamePadIndex, Game::GPAD_VIRTAXIS_YAW);
auto forward = CL_GamepadAxisValue(gamePadIndex, Game::GPAD_VIRTAXIS_FORWARD);
auto side = CL_GamepadAxisValue(gamePadIndex, Game::GPAD_VIRTAXIS_SIDE);
//auto attack = CL_GamepadAxisValue(gamePadIndex, Game::GPAD_VIRTAXIS_ATTACK);
auto moveScale = static_cast<float>(std::numeric_limits<char>::max());
if (std::fabs(side) > 0.0f || std::fabs(forward) > 0.0f)
{
const auto length = std::fabs(side) <= std::fabs(forward)
? side / forward
: forward / side;
moveScale = std::sqrt((length * length) + 1.0f) * moveScale;
}
const auto forwardMove = static_cast<int>(std::floor(forward * moveScale));
const auto rightMove = static_cast<int>(std::floor(side * moveScale));
cmd->rightmove = ClampChar(cmd->rightmove + rightMove);
cmd->forwardmove = ClampChar(cmd->forwardmove + forwardMove);
// Check for frozen controls. Flag name should start with PMF_
if (CG_ShouldUpdateViewAngles(gamePadIndex) && (clientActive.snap.ps.pm_flags & 0x800) == 0)
{
Game::AimInput aimInput{};
Game::AimOutput aimOutput{};
aimInput.deltaTime = frame_time_base;
aimInput.buttons = cmd->buttons;
aimInput.localClientNum = gamePadIndex;
aimInput.deltaTimeScaled = static_cast<float>(Game::cls->frametime) * 0.001f;
aimInput.pitch = clientActive.clViewangles[0];
aimInput.pitchAxis = pitch;
aimInput.pitchMax = clientActive.cgameMaxPitchSpeed;
aimInput.yaw = clientActive.clViewangles[1];
aimInput.yawAxis = yaw;
aimInput.yawMax = clientActive.cgameMaxYawSpeed;
aimInput.forwardAxis = forward;
aimInput.rightAxis = side;
AimAssist_UpdateGamePadInput(&aimInput, &aimOutput);
clientActive.clViewangles[0] = aimOutput.pitch;
clientActive.clViewangles[1] = aimOutput.yaw;
cmd->meleeChargeDist = aimOutput.meleeChargeDist;
cmd->meleeChargeYaw = aimOutput.meleeChargeYaw;
}
}
constexpr auto CL_MouseMove = 0x5A6240;
__declspec(naked) void Gamepad::CL_MouseMove_Stub()
{
__asm
{
// Prepare args for our function call
push [esp+0x4] // frametime_base
push ebx // cmd
push eax // localClientNum
push [esp+0x8] // restore frametime_base on the stack
call CL_MouseMove
add esp,4
// Call our function, the args were already prepared earlier
call CL_GamepadMove
add esp,0xC
ret
}
}
bool Gamepad::Key_IsValidGamePadChar(const int key)
{
return key >= Game::K_FIRSTGAMEPADBUTTON_RANGE_1 && key <= Game::K_LASTGAMEPADBUTTON_RANGE_1
|| key >= Game::K_FIRSTGAMEPADBUTTON_RANGE_2 && key <= Game::K_LASTGAMEPADBUTTON_RANGE_2
|| key >= Game::K_FIRSTGAMEPADBUTTON_RANGE_3 && key <= Game::K_LASTGAMEPADBUTTON_RANGE_3;
}
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>();
for (const auto scrollButton : Game::menuScrollButtonList)
{
if (key == scrollButton)
{
gamePadGlobal.nextScrollTime = scrollDelayFirst + time;
return;
}
}
}
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;
if (stick != Game::GPAD_INVALID)
{
assert(stickIndex < 4);
const auto& mapping = Game::analogStickList[stickIndex];
if (gamePad.stickDown[stickIndex][Game::GPAD_STICK_POS])
{
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);
}
else if (gamePad.stickDown[stickIndex][Game::GPAD_STICK_NEG])
{
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);
}
else if (gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_POS])
{
CL_GamepadButtonEvent(gamePadIndex, mapping.posCode, Game::GPAD_BUTTON_RELEASED, time);
}
else if (gamePad.stickDownLast[stickIndex][Game::GPAD_STICK_NEG])
{
CL_GamepadButtonEvent(gamePadIndex, mapping.negCode, Game::GPAD_BUTTON_RELEASED, time);
}
}
}
void Gamepad::CL_GamepadEvent(const int gamePadIndex, const Game::GamepadPhysicalAxis physicalAxis, const float value, const unsigned time)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
assert(physicalAxis < Game::GPAD_PHYSAXIS_COUNT && physicalAxis >= 0);
auto& gamePad = gamePads[gamePadIndex];
auto& gamePadGlobal = gamePadGlobals[gamePadIndex];
gamePadGlobal.axes.axesValues[physicalAxis] = value;
CL_GamepadGenerateAPad(gamePadIndex, physicalAxis, time);
if (std::fabs(value) > 0.0f)
{
gamePad.inUse = true;
gpad_in_use.setRaw(true);
}
}
void Gamepad::UI_GamepadKeyEvent(const int gamePadIndex, const int key, const bool down)
{
for (const auto& mapping : controllerMenuKeyMappings)
{
if (mapping.controllerKey == key)
{
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];
if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
{
const int scrollDelayFirst = gpad_menu_scroll_delay_first.get<int>();
const int scrollDelayRest = gpad_menu_scroll_delay_rest.get<int>();
for (const auto menuScrollButton : Game::menuScrollButtonList)
{
if (key == menuScrollButton)
{
if (repeatCount == 1)
{
gamePadGlobal.nextScrollTime = time + scrollDelayFirst;
return false;
}
if (time > gamePadGlobal.nextScrollTime)
{
gamePadGlobal.nextScrollTime = time + scrollDelayRest;
return false;
}
break;
}
}
}
return repeatCount > 1;
}
void Gamepad::CL_GamepadButtonEvent(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
const auto pressed = buttonEvent == Game::GPAD_BUTTON_PRESSED;
const auto pressedOrUpdated = pressed || buttonEvent == Game::GPAD_BUTTON_UPDATE;
auto& keyState = Game::playerKeys[gamePadIndex];
keyState.keys[key].down = pressedOrUpdated;
if (pressedOrUpdated)
{
if (++keyState.keys[key].repeats == 1)
keyState.anyKeyDown++;
}
else if (buttonEvent == Game::GPAD_BUTTON_RELEASED && keyState.keys[key].repeats > 0)
{
keyState.keys[key].repeats = 0;
if (--keyState.anyKeyDown < 0)
keyState.anyKeyDown = 0;
}
if (pressedOrUpdated && CL_CheckForIgnoreDueToRepeat(gamePadIndex, key, keyState.keys[key].repeats, time))
return;
if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_LOCATION_SELECTION) && pressedOrUpdated)
{
if (key == Game::K_BUTTON_B || keyState.keys[key].binding && strcmp(keyState.keys[key].binding, "+actionslot 4") == 0)
{
keyState.locSelInputState = Game::LOC_SEL_INPUT_CANCEL;
}
else if (key == Game::K_BUTTON_A || keyState.keys[key].binding && strcmp(keyState.keys[key].binding, "+attack") == 0)
{
keyState.locSelInputState = Game::LOC_SEL_INPUT_CONFIRM;
}
return;
}
keyState.locSelInputState = Game::LOC_SEL_INPUT_NONE;
const auto* keyBinding = keyState.keys[key].binding;
char cmd[1024];
if (pressedOrUpdated)
{
if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
{
UI_GamepadKeyEvent(gamePadIndex, key, pressedOrUpdated);
return;
}
if (keyBinding)
{
if (keyBinding[0] == '+')
{
sprintf_s(cmd, "%s %i %i\n", keyBinding, key, time);
Game::Cbuf_AddText(gamePadIndex, cmd);
}
else
{
Game::Cbuf_AddText(gamePadIndex, keyBinding);
Game::Cbuf_AddText(gamePadIndex, "\n");
}
}
}
else
{
if (keyBinding && keyBinding[0] == '+')
{
sprintf_s(cmd, "-%s %i %i\n", &keyBinding[1], key, time);
Game::Cbuf_AddText(gamePadIndex, cmd);
}
if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
{
UI_GamepadKeyEvent(gamePadIndex, key, pressedOrUpdated);
}
}
}
void Gamepad::CL_GamepadButtonEventForPort(const int gamePadIndex, const int key, const Game::GamePadButtonEvent buttonEvent, const unsigned time)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
gamePad.inUse = true;
gpad_in_use.setRaw(true);
if (Game::Key_IsKeyCatcherActive(gamePadIndex, Game::KEYCATCH_UI))
CL_GamepadResetMenuScrollTime(gamePadIndex, key, buttonEvent == Game::GPAD_BUTTON_PRESSED, time);
CL_GamepadButtonEvent(gamePadIndex, key, buttonEvent, time);
}
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());
const auto deadZoneTotal = gpad_stick_deadzone_min.get<float>() + gpad_stick_deadzone_max.get<float>();
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;
}
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;
if (button & Game::GPAD_DIGITAL_MASK)
{
const auto buttonValue = button & Game::GPAD_VALUE_MASK;
value = buttonValue & gamePad.digitals ? 1.0f : 0.0f;
}
else if (button & Game::GPAD_ANALOG_MASK)
{
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;
if (button & Game::GPAD_DIGITAL_MASK)
{
const auto buttonValue = button & Game::GPAD_VALUE_MASK;
down = (buttonValue & gamePad.digitals) != 0;
lastDown = (buttonValue & gamePad.lastDigitals) != 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;
}
bool Gamepad::GPad_ButtonRequiresUpdates(const int gamePadIndex, Game::GamePadButton button)
{
return (button & Game::GPAD_ANALOG_MASK || button & Game::GPAD_DPAD_MASK) && GPad_GetButton(gamePadIndex, button) > 0.0f;
}
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;
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;
}
void Gamepad::GPad_UpdateSticksDown(const int gamePadIndex)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
for (auto stickIndex = 0u; stickIndex < std::extent_v<decltype(GamePad::sticks)>; stickIndex++)
{
for (auto dir = 0; dir < Game::GPAD_STICK_DIR_COUNT; dir++)
{
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>();
if (dir == Game::GPAD_STICK_POS)
{
gamePad.stickDown[stickIndex][dir] = gamePad.sticks[stickIndex] > threshold;
}
else
{
assert(dir == Game::GPAD_STICK_NEG);
gamePad.stickDown[stickIndex][dir] = gamePad.sticks[stickIndex] < -threshold;
}
}
}
}
void Gamepad::GPad_UpdateSticks(const int gamePadIndex, const XINPUT_GAMEPAD& state)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
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]);
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]);
}
#endif
}
void Gamepad::GPad_UpdateDigitals(const int gamePadIndex, const XINPUT_GAMEPAD& state)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
gamePad.lastDigitals = gamePad.digitals;
gamePad.digitals = state.wButtons;
const auto leftDeflect = gpad_button_lstick_deflect_max.get<float>();
if (std::fabs(gamePad.sticks[0]) > leftDeflect || std::fabs(gamePad.sticks[1]) > leftDeflect)
gamePad.digitals &= ~static_cast<short>(XINPUT_GAMEPAD_LEFT_THUMB);
const auto rightDeflect = gpad_button_rstick_deflect_max.get<float>();
if (std::fabs(gamePad.sticks[2]) > leftDeflect || std::fabs(gamePad.sticks[3]) > rightDeflect)
gamePad.digitals &= ~static_cast<short>(XINPUT_GAMEPAD_RIGHT_THUMB);
#ifdef DEBUG
if (gpad_debug.get<bool>())
{
Logger::Print("Buttons: %x\n", gamePad.digitals);
}
#endif
}
void Gamepad::GPad_UpdateAnalogs(const int gamePadIndex, const XINPUT_GAMEPAD& state)
{
assert(gamePadIndex < Game::MAX_GAMEPADS);
auto& gamePad = gamePads[gamePadIndex];
const auto buttonDeadZone = gpad_button_deadzone.get<float>();
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;
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;
#ifdef DEBUG
if (gpad_debug.get<bool>())
{
Logger::Print("Triggers: %f %f\n", gamePad.analogs[0], gamePad.analogs[1]);
}
#endif
}
void Gamepad::GPad_UpdateAll()
{
GPad_RefreshAll();
for (auto currentGamePadIndex = 0; currentGamePadIndex < Game::MAX_GAMEPADS; currentGamePadIndex++)
{
const auto& gamePad = gamePads[currentGamePadIndex];
if (!gamePad.enabled)
continue;
XINPUT_STATE inputState;
if (XInputGetState(gamePad.portIndex, &inputState) != ERROR_SUCCESS)
continue;
GPad_UpdateSticks(currentGamePadIndex, inputState.Gamepad);
GPad_UpdateDigitals(currentGamePadIndex, inputState.Gamepad);
GPad_UpdateAnalogs(currentGamePadIndex, inputState.Gamepad);
}
}
void Gamepad::IN_GamePadsMove()
{
GPad_UpdateAll();
const auto time = Game::Sys_Milliseconds();
bool gpadPresent = false;
for (auto gamePadIndex = 0; gamePadIndex < Game::MAX_GAMEPADS; gamePadIndex++)
{
const auto& gamePad = gamePads[gamePadIndex];
if (gamePad.enabled)
{
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);
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);
for (const auto& buttonMapping : Game::buttonList)
{
if (GPad_IsButtonPressed(gamePadIndex, buttonMapping.padButton))
{
CL_GamepadButtonEventForPort(
gamePadIndex,
buttonMapping.code,
Game::GPAD_BUTTON_PRESSED,
time);
}
else if (GPad_ButtonRequiresUpdates(gamePadIndex, buttonMapping.padButton))
{
CL_GamepadButtonEventForPort(
gamePadIndex,
buttonMapping.code,
Game::GPAD_BUTTON_UPDATE,
time);
}
else if (GPad_IsButtonReleased(gamePadIndex, buttonMapping.padButton))
{
CL_GamepadButtonEventForPort(
gamePadIndex,
buttonMapping.code,
Game::GPAD_BUTTON_RELEASED,
time);
}
}
}
}
gpad_present.setRaw(gpadPresent);
}
void Gamepad::IN_Frame_Hk()
{
// Call original method
Utils::Hook::Call<void()>(0x64C490)();
IN_GamePadsMove();
}
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*)
{
auto& gamePadGlobal = gamePadGlobals[0];
for (auto& virtualAxis : gamePadGlobal.axes.virtualAxes)
{
virtualAxis.physicalAxis = Game::GPAD_PHYSAXIS_NONE;
virtualAxis.mapType = Game::GPAD_MAP_NONE;
}
}
void Gamepad::Bind_GP_SticksConfigs_f(Command::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*)
{
const auto* buttonConfigName = gpad_buttonConfig.get<const char*>();
Game::Cbuf_AddText(0, Utils::String::VA("exec %s\n", buttonConfigName));
}
void Gamepad::InitDvars()
{
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_in_use = Dvar::Register<bool>("gpad_in_use", false, 0, "A game pad is in use");
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");
input_viewSensitivity = Dvar::Register<float>("input_viewSensitivity", 1.0f, 0.0001f, 5.0f, Game::DVAR_FLAG_SAVED, "View Sensitivity");
input_invertPitch = Dvar::Register<bool>("input_invertPitch", false, Game::DVAR_FLAG_SAVED, "Invert gamepad pitch");
aim_turnrate_pitch = Dvar::Var("aim_turnrate_pitch");
aim_turnrate_pitch_ads = Dvar::Var("aim_turnrate_pitch_ads");
aim_turnrate_yaw = Dvar::Var("aim_turnrate_yaw");
aim_turnrate_yaw_ads = Dvar::Var("aim_turnrate_yaw_ads");
aim_accel_turnrate_enabled = Dvar::Var("aim_accel_turnrate_enabled");
aim_accel_turnrate_lerp = Dvar::Var("aim_accel_turnrate_lerp");
aim_input_graph_enabled = Dvar::Var("aim_input_graph_enabled");
aim_input_graph_index = Dvar::Var("aim_input_graph_index");
aim_scale_view_axis = Dvar::Var("aim_scale_view_axis");
cl_bypassMouseInput = Dvar::Var("cl_bypassMouseInput");
cg_mapLocationSelectionCursorSpeed = Dvar::Var("cg_mapLocationSelectionCursorSpeed");
aim_aimAssistRangeScale = Dvar::Var("aim_aimAssistRangeScale");
aim_slowdown_enabled = Dvar::Var("aim_slowdown_enabled");
aim_slowdown_debug = Dvar::Var("aim_slowdown_debug");
aim_slowdown_pitch_scale = Dvar::Var("aim_slowdown_pitch_scale");
aim_slowdown_pitch_scale_ads = Dvar::Var("aim_slowdown_pitch_scale_ads");
aim_slowdown_yaw_scale = Dvar::Var("aim_slowdown_yaw_scale");
aim_slowdown_yaw_scale_ads = Dvar::Var("aim_slowdown_yaw_scale_ads");
aim_lockon_enabled = Dvar::Var("aim_lockon_enabled");
aim_lockon_deflection = Dvar::Var("aim_lockon_deflection");
aim_lockon_pitch_strength = Dvar::Var("aim_lockon_pitch_strength");
aim_lockon_strength = Dvar::Var("aim_lockon_strength");
}
void Gamepad::IN_Init_Hk()
{
// Call original method
Utils::Hook::Call<void()>(0x45D620)();
InitDvars();
}
const char* Gamepad::GetGamePadCommand(const char* command)
{
if (strcmp(command, "+activate") == 0 || strcmp(command, "+reload") == 0)
return "+usereload";
if (strcmp(command, "+melee_breath") == 0)
return "+holdbreath";
return command;
}
int Gamepad::Key_GetCommandAssignmentInternal_Hk(const char* cmd, int (*keys)[2])
{
auto keyCount = 0;
if (gamePads[0].inUse)
{
cmd = GetGamePadCommand(cmd);
for (auto keyNum = 0; keyNum < Game::K_LAST_KEY; keyNum++)
{
if (!Key_IsValidGamePadChar(keyNum))
continue;
if (Game::playerKeys[0].keys[keyNum].binding && strcmp(Game::playerKeys[0].keys[keyNum].binding, cmd) == 0)
{
(*keys)[keyCount++] = keyNum;
if (keyCount >= 2)
return keyNum;
}
}
}
else
{
for (auto keyNum = 0; keyNum < Game::K_LAST_KEY; keyNum++)
{
if (Key_IsValidGamePadChar(keyNum))
continue;
if (Game::playerKeys[0].keys[keyNum].binding && strcmp(Game::playerKeys[0].keys[keyNum].binding, cmd) == 0)
{
(*keys)[keyCount++] = keyNum;
if (keyCount >= 2)
return keyNum;
}
}
}
return keyCount;
}
void Gamepad::CL_KeyEvent_Hk(const int localClientNum, const int key, const int down, const unsigned time)
{
// A keyboard key has been pressed. Mark controller as unused.
gamePads[0].inUse = false;
gpad_in_use.setRaw(false);
// Call original function
Utils::Hook::Call<void(int, int, int, unsigned)>(0x4F6480)(localClientNum, key, down, time);
}
bool Gamepad::IsGamePadInUse()
{
return gamePads[0].inUse;
}
int Gamepad::CL_MouseEvent_Hk(const int x, const int y, const int dx, const int dy)
{
if (dx != 0 || dy != 0)
{
gamePads[0].inUse = false;
gpad_in_use.setRaw(false);
}
// Call original function
return Utils::Hook::Call<int(int, int, int, int)>(0x4D7C50)(x, y, dx, dy);
}
bool Gamepad::UI_RefreshViewport_Hk()
{
return cl_bypassMouseInput.get<bool>() || IsGamePadInUse();
}
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)>);
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};
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);
Utils::Hook::Set<Game::keyname_t*>(0x435C98, Game::combinedLocalizedKeyNames);
}
Gamepad::Gamepad()
{
if (ZoneBuilder::IsEnabled())
return;
// package the forward and right move components in the move buttons
Utils::Hook(0x60E38D, MSG_WriteDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
// send two bytes for sending movement data
Utils::Hook::Set<BYTE>(0x60E501, 16);
Utils::Hook::Set<BYTE>(0x60E5CD, 16);
// make sure to parse the movement data properly and apply it
Utils::Hook(0x492127, MSG_ReadDeltaUsercmdKeyStub, HOOK_JUMP).install()->quick();
Utils::Hook(0x492009, MSG_ReadDeltaUsercmdKeyStub2, HOOK_JUMP).install()->quick();
// 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();
CreateKeyNameMap();
Command::Add("bindaxis", Axis_Bind_f);
Command::Add("unbindallaxis", Axis_Unbindall_f);
Command::Add("bindgpsticksconfigs", Bind_GP_SticksConfigs_f);
Command::Add("bindgpbuttonsconfigs", Bind_GP_ButtonsConfigs_f);
if (Dedicated::IsEnabled())
return;
// Initialize gamepad environment
Utils::Hook(0x467C03, IN_Init_Hk, HOOK_CALL).install()->quick();
// Gamepad on frame hook
Utils::Hook(0x475E9E, IN_Frame_Hk, HOOK_CALL).install()->quick();
// Mark controller as unused when keyboard key is pressed
Utils::Hook(0x43D179, CL_KeyEvent_Hk, HOOK_CALL).install()->quick();
// Mark controller as unused when mouse is moved
Utils::Hook(0x64C507, CL_MouseEvent_Hk, HOOK_CALL).install()->quick();
// Hide cursor when controller is active
Utils::Hook(0x48E527, UI_RefreshViewport_Hk, HOOK_CALL).install()->quick();
// Only return gamepad keys when gamepad enabled and only non gamepad keys when not
Utils::Hook(0x5A7A23, Key_GetCommandAssignmentInternal_Hk, HOOK_CALL).install()->quick();
// Add gamepad inputs to remote control (eg predator) handling
Utils::Hook(0x5A6D4E, CL_RemoteControlMove_Stub, HOOK_CALL).install()->quick();
// Add gamepad inputs to location selection (eg airstrike location) handling
Utils::Hook(0x5A6D72, CG_HandleLocationSelectionInput_Stub, HOOK_CALL).install()->quick();
// Add gamepad inputs to usercmds
Utils::Hook(0x5A6DAE, CL_MouseMove_Stub, HOOK_CALL).install()->quick();
}
}