mouse controls, fixed texture loading
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@@ -223,7 +223,6 @@ void CAssetManager::LoadMaterialData( CBaseMaterial *pMaterial, IJSONObject *pOb
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if ( pValue->GetArray()->GetParameter(3)->GetType()
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== JSON_PARAMETER_NUMBER )
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data->w = pValue->GetArray()->GetParameter(3)->GetNumberValue();
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V_printf("%s %f %f %f %f\n", desc.m_szEditorName, data->x, data->y, data->z, data->w);
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break;
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}
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default:
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@@ -11,7 +11,6 @@ public:
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virtual void SetUpMesh( MaterialData_t *pData ) override {
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pData->m_vAlbedoColor = m_vAlbedo;
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pData->m_uAlbedo = m_tAlbedo;
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V_printf("SetUpMesh %f\n", pData->m_vAlbedoColor.x);
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};
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@@ -30,6 +30,9 @@ void C_MOBAPlayer::Think( float fDelta )
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vCameraPos.z = 20;
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vCameraPos.y+=3;
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g_pWorldRenderer->SetCameraPosition(vCameraPos);
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Quat vCameraRot;
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glm_euler_yxz_quat((vec3){m_fPitch, m_fYaw, 0}, *(versor*)&vCameraRot);
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g_pWorldRenderer->SetCameraRotation(vCameraRot);
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}
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BaseClass::Think(fDelta);
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};
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@@ -127,3 +130,35 @@ static void IN_LeftUp( int c, char **v ) {
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((C_MOBAPlayer*)pPlayer)->m_bIsLeft = false;
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}
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static ConCommand endleft("-left", IN_LeftUp);
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void Game_OnGameAxis( EInputDeviceType eDevice, EInputAxis eAxis, float fValue )
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{
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}
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static ConVar m_pitch("m_pitch", "0.022", FCVAR_CLIENTDLL);
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static ConVar m_yaw("m_yaw", "0.022", FCVAR_CLIENTDLL);
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static ConVar sens("sens", "3", FCVAR_CLIENTDLL);
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void Game_OnGameAxisDiff( EInputDeviceType eDevice, EInputAxis eAxis, float fValue )
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{
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C_BaseEntity *pPlayer = UTIL_GetLocalPlayer();
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if (!pPlayer)
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return;
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if (!dynamic_cast<C_MOBAPlayer*>(pPlayer))
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return;
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switch(eAxis)
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{
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case k_EInputAxis_MouseY:
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((C_MOBAPlayer*)pPlayer)->m_fPitch -= glm_rad(fValue * m_pitch.GetFloat() * sens.GetFloat());
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break;
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case k_EInputAxis_MouseX:
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((C_MOBAPlayer*)pPlayer)->m_fYaw -= glm_rad(fValue * m_yaw.GetFloat() * sens.GetFloat());
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break;
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default:
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break;
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}
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}
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@@ -24,6 +24,9 @@ public:
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float m_fFBWalkingDirection;
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float m_fLRWalkingDirection;
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float m_fPitch= 0;
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float m_fYaw = 0;
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Vector m_vMovementVector;
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Vector m_vLocalMovementVector;
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Vector vCameraPos;
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@@ -1,6 +1,7 @@
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#include "userinput.h"
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#include "tier1/utlstring.h"
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#include "game.h"
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#include "baseentity.h"
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class CFunnyInput: public IHumanDeviceInput
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{
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@@ -48,12 +49,20 @@ void CFunnyInput::OnGameButton( EInputDeviceType eDevice, EInputButton eScancode
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}
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}
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void Game_OnGameAxis( EInputDeviceType eDevice, EInputAxis eAxis, float fValue );
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void Game_OnGameAxisDiff( EInputDeviceType eDevice, EInputAxis eAxis, float fValue );
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void CFunnyInput::OnGameAxis( EInputDeviceType eDevice, EInputAxis eAxis, float fValue)
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{
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Game_OnGameAxis(eDevice, eAxis, fValue);
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}
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void CFunnyInput::OnGameAxisDiff( EInputDeviceType eDevice, EInputAxis eAxis, float fValue )
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{
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Game_OnGameAxisDiff(eDevice, eAxis, fValue);
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}
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@@ -241,6 +241,7 @@ void CFunnyWorldRenderer::Frame( float fDelta )
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glm_mat4_identity(matCamera);
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glm_mat4_identity(matCamera2);
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glm_translate(matCamera2, m_vPos);
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glm_quat_rotate(matCamera2, m_vRot, matCamera2);
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glm_mat4_inv(matCamera2, matCamera2);
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glm_perspective(glm_rad(75), uWidth/(float)uHeight, 0.01, 10000, matCamera);
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glm_mul(matCamera, matCamera2, matCamera);
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