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https://github.com/nillerusr/source-engine.git
synced 2026-08-11 19:29:08 +00:00
add source-sdk-2013
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+10
-26
@@ -19,16 +19,12 @@
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#include "bitbuf.h"
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#include "checksum_md5.h"
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#include "hltvcamera.h"
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#include "touch.h"
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#include "ienginevgui.h"
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#if defined( REPLAY_ENABLED )
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#include "replay/replaycamera.h"
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#endif
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#include <ctype.h> // isalnum()
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#include <voice_status.h>
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#include "cam_thirdperson.h"
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#include "inputsystem/iinputsystem.h"
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#ifdef SIXENSE
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#include "sixense/in_sixense.h"
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@@ -48,9 +44,6 @@ extern ConVar cam_idealyaw;
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// For showing/hiding the scoreboard
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#include <game/client/iviewport.h>
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// Need this for steam controller
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#include "clientsteamcontext.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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@@ -293,11 +286,11 @@ Add a kbutton_t * to the list of pointers the engine can retrieve via KB_Find
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*/
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void CInput::AddKeyButton( const char *name, kbutton_t *pkb )
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{
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CKeyboardKey *p;
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CKeyboardKey *p;
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kbutton_t *kb;
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kb = FindKey( name );
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if ( kb )
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return;
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@@ -311,19 +304,17 @@ void CInput::AddKeyButton( const char *name, kbutton_t *pkb )
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Purpose:
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//-----------------------------------------------------------------------------
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CInput::CInput( void )
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{
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m_pCommands = NULL;
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m_pCameraThirdData = NULL;
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m_pVerifiedCommands = NULL;
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m_PreferredGameActionSet = GAME_ACTION_SET_MENUCONTROLS;
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m_bSteamControllerGameActionsInitialized = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Purpose:
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//-----------------------------------------------------------------------------
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CInput::~CInput( void )
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{
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@@ -954,9 +945,7 @@ void CInput::ControllerMove( float frametime, CUserCmd *cmd )
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}
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}
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SteamControllerMove( frametime, cmd );
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JoyStickMove( frametime, cmd );
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gTouch.Move( frametime, cmd );
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JoyStickMove( frametime, cmd);
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// NVNT if we have a haptic device..
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if(haptics && haptics->HasDevice())
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@@ -1110,10 +1099,11 @@ void CInput::ExtraMouseSample( float frametime, bool active )
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prediction->SetLocalViewAngles( cmd->viewangles );
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}
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}
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}
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void CInput::CreateMove ( int sequence_number, float input_sample_frametime, bool active )
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{
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{
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CUserCmd *cmd = &m_pCommands[ sequence_number % MULTIPLAYER_BACKUP ];
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CVerifiedUserCmd *pVerified = &m_pVerifiedCommands[ sequence_number % MULTIPLAYER_BACKUP ];
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@@ -1200,11 +1190,11 @@ void CInput::CreateMove ( int sequence_number, float input_sample_frametime, boo
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cmd->buttons = GetButtonBits( 1 );
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#endif
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// Using joystick or touch?
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// Using joystick?
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#ifdef SIXENSE
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if ( in_joystick.GetInt() || g_pSixenseInput->IsEnabled() || touch_enable.GetInt() )
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if ( in_joystick.GetInt() || g_pSixenseInput->IsEnabled() )
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#else
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if ( in_joystick.GetInt() || touch_enable.GetInt() )
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if ( in_joystick.GetInt() )
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#endif
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{
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if ( cmd->forwardmove > 0 )
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@@ -1672,9 +1662,6 @@ void CInput::Init_All (void)
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m_fHadJoysticks = false;
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m_flLastForwardMove = 0.0;
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// Make sure this is activated now so steam controller stuff works
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ClientSteamContext().Activate();
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// Initialize inputs
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if ( IsPC() )
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{
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@@ -1684,9 +1671,6 @@ void CInput::Init_All (void)
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// Initialize third person camera controls.
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Init_Camera();
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// Initialize steam controller action sets
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m_bSteamControllerGameActionsInitialized = InitializeSteamControllerGameActionSets();
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}
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/*
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