/// <summary> /// CL_BaseMove /// Send the intended movement message to the server /// </summary> private void BaseMove(ref usercmd_t cmd) { if (cls.signon != ClientDef.SIGNONS) { return; } AdjustAngles( ); cmd.Clear( ); if (client_input.StrafeBtn.IsDown) { cmd.sidemove += Host.Cvars.SideSpeed.Get <Single>( ) * KeyState(ref client_input.RightBtn); cmd.sidemove -= Host.Cvars.SideSpeed.Get <Single>( ) * KeyState(ref client_input.LeftBtn); } cmd.sidemove += Host.Cvars.SideSpeed.Get <Single>( ) * KeyState(ref client_input.MoveRightBtn); cmd.sidemove -= Host.Cvars.SideSpeed.Get <Single>( ) * KeyState(ref client_input.MoveLeftBtn); var upBtn = KeyState(ref client_input.UpBtn); if (upBtn > 0) { Console.WriteLine("asd"); } cmd.upmove += Host.Cvars.UpSpeed.Get <Single>( ) * KeyState(ref client_input.UpBtn); cmd.upmove -= Host.Cvars.UpSpeed.Get <Single>( ) * KeyState(ref client_input.DownBtn); if (!client_input.KLookBtn.IsDown) { cmd.forwardmove += Host.Cvars.ForwardSpeed.Get <Single>( ) * KeyState(ref client_input.ForwardBtn); cmd.forwardmove -= Host.Cvars.BackSpeed.Get <Single>( ) * KeyState(ref client_input.BackBtn); } // // adjust for speed key // if (client_input.SpeedBtn.IsDown) { cmd.forwardmove *= Host.Cvars.MoveSpeedKey.Get <Single>( ); cmd.sidemove *= Host.Cvars.MoveSpeedKey.Get <Single>( ); cmd.upmove *= Host.Cvars.MoveSpeedKey.Get <Single>( ); } }
/// <summary> /// CL_BaseMove /// Send the intended movement message to the server /// </summary> private static void BaseMove(ref usercmd_t cmd) { if (cls.signon != SIGNONS) { return; } AdjustAngles(); cmd.Clear(); if (client_input.StrafeBtn.IsDown) { cmd.sidemove += _SideSpeed.Value * KeyState(ref client_input.RightBtn); cmd.sidemove -= _SideSpeed.Value * KeyState(ref client_input.LeftBtn); } cmd.sidemove += _SideSpeed.Value * KeyState(ref client_input.MoveRightBtn); cmd.sidemove -= _SideSpeed.Value * KeyState(ref client_input.MoveLeftBtn); cmd.upmove += _UpSpeed.Value * KeyState(ref client_input.UpBtn); cmd.upmove -= _UpSpeed.Value * KeyState(ref client_input.DownBtn); if (!client_input.KLookBtn.IsDown) { cmd.forwardmove += _ForwardSpeed.Value * KeyState(ref client_input.ForwardBtn); cmd.forwardmove -= _BackSpeed.Value * KeyState(ref client_input.BackBtn); } // // adjust for speed key // if (client_input.SpeedBtn.IsDown) { cmd.forwardmove *= _MoveSpeedKey.Value; cmd.sidemove *= _MoveSpeedKey.Value; cmd.upmove *= _MoveSpeedKey.Value; } }
public void Clear() { movemessages = 0; cmd.Clear(); Array.Clear(stats, 0, stats.Length); items = 0; Array.Clear(item_gettime, 0, item_gettime.Length); faceanimtime = 0; foreach (var cs in cshifts) { cs.Clear(); } foreach (var cs in prev_cshifts) { cs.Clear(); } mviewangles[0] = Vector3.Zero; mviewangles[1] = Vector3.Zero; viewangles = Vector3.Zero; mvelocity[0] = Vector3.Zero; mvelocity[1] = Vector3.Zero; velocity = Vector3.Zero; punchangle = Vector3.Zero; idealpitch = 0; pitchvel = 0; nodrift = false; driftmove = 0; laststop = 0; viewheight = 0; crouch = 0; paused = false; onground = false; inwater = false; intermission = 0; completed_time = 0; mtime[0] = 0; mtime[1] = 0; time = 0; oldtime = 0; last_received_message = 0; Array.Clear(model_precache, 0, model_precache.Length); Array.Clear(sound_precache, 0, sound_precache.Length); levelname = null; viewentity = 0; maxclients = 0; gametype = 0; worldmodel = null; free_efrags = null; num_entities = 0; num_statics = 0; viewent.Clear(); cdtrack = 0; looptrack = 0; scores = null; }
/// <summary> /// CL_BaseMove /// Send the intended movement message to the server /// </summary> static void BaseMove(ref usercmd_t cmd) { if (cls.signon != SIGNONS) return; AdjustAngles(); cmd.Clear(); if (ClientInput.StrafeBtn.IsDown) { cmd.sidemove += _SideSpeed.Value * KeyState(ref ClientInput.RightBtn); cmd.sidemove -= _SideSpeed.Value * KeyState(ref ClientInput.LeftBtn); } cmd.sidemove += _SideSpeed.Value * KeyState(ref ClientInput.MoveRightBtn); cmd.sidemove -= _SideSpeed.Value * KeyState(ref ClientInput.MoveLeftBtn); cmd.upmove += _UpSpeed.Value * KeyState(ref ClientInput.UpBtn); cmd.upmove -= _UpSpeed.Value * KeyState(ref ClientInput.DownBtn); if (!ClientInput.KLookBtn.IsDown) { cmd.forwardmove += _ForwardSpeed.Value * KeyState(ref ClientInput.ForwardBtn); cmd.forwardmove -= _BackSpeed.Value * KeyState(ref ClientInput.BackBtn); } // // adjust for speed key // if (ClientInput.SpeedBtn.IsDown) { cmd.forwardmove *= _MoveSpeedKey.Value; cmd.sidemove *= _MoveSpeedKey.Value; cmd.upmove *= _MoveSpeedKey.Value; } }