//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- if ( isObject( moveMap ) ) moveMap.delete(); new ActionMap(moveMap); //------------------------------------------------------------------------------ // Non-remapable binds //------------------------------------------------------------------------------ function escapeFromGame() { if ( $Server::ServerType $= "SinglePlayer" ) MessageBoxYesNo( "Exit", "Exit from this Mission?", "disconnect();", ""); else MessageBoxYesNo( "Disconnect", "Disconnect from the server?", "disconnect();", ""); } moveMap.bindCmd(keyboard, "escape", "", "handleEscape();"); function showPlayerList(%val) { if (%val) PlayerListGui.toggle(); } moveMap.bind( keyboard, F2, showPlayerList ); function hideHUDs(%val) { if (%val) HudlessPlayGui.toggle(); } moveMap.bind(keyboard, "ctrl h", hideHUDs); function doScreenShotHudless(%val) { if(%val) { canvas.setContent(HudlessPlayGui); //doScreenshot(%val); schedule(10, 0, "doScreenShot", %val); } else canvas.setContent(PlayGui); } moveMap.bind(keyboard, "alt p", doScreenShotHudless); //------------------------------------------------------------------------------ // Movement Keys //------------------------------------------------------------------------------ $movementSpeed = 1; // m/s function setSpeed(%speed) { if(%speed) $movementSpeed = %speed; } function moveleft(%val) { $mvLeftAction = %val * $movementSpeed; } function moveright(%val) { $mvRightAction = %val * $movementSpeed; } function moveforward(%val) { $mvForwardAction = %val * $movementSpeed; } function movebackward(%val) { $mvBackwardAction = %val * $movementSpeed; } function moveup(%val) { %object = ServerConnection.getControlObject(); if(%object.isInNamespaceHierarchy("Camera")) $mvUpAction = %val * $movementSpeed; } function movedown(%val) { %object = ServerConnection.getControlObject(); if(%object.isInNamespaceHierarchy("Camera")) $mvDownAction = %val * $movementSpeed; } function turnLeft( %val ) { $mvYawRightSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0; } function turnRight( %val ) { $mvYawLeftSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0; } function panUp( %val ) { $mvPitchDownSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0; } function panDown( %val ) { $mvPitchUpSpeed = %val ? $Pref::Input::KeyboardTurnSpeed : 0; } function getMouseAdjustAmount(%val) { // based on a default camera FOV of 90' return(%val * ($cameraFov / 90) * 0.01) * $pref::Input::LinkMouseSensitivity; } function getGamepadAdjustAmount(%val) { // based on a default camera FOV of 90' return(%val * ($cameraFov / 90) * 0.01) * 10.0; } function yaw(%val) { %yawAdj = getMouseAdjustAmount(%val); if(ServerConnection.isControlObjectRotDampedCamera()) { // Clamp and scale %yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01); %yawAdj *= 0.5; } $mvYaw += %yawAdj; } function pitch(%val) { %pitchAdj = getMouseAdjustAmount(%val); if(ServerConnection.isControlObjectRotDampedCamera()) { // Clamp and scale %pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01); %pitchAdj *= 0.5; } $mvPitch += %pitchAdj; } function jump(%val) { $mvTriggerCount2++; } function gamePadMoveX( %val ) { if(%val > 0) { $mvRightAction = %val * $movementSpeed; $mvLeftAction = 0; } else { $mvRightAction = 0; $mvLeftAction = -%val * $movementSpeed; } } function gamePadMoveY( %val ) { if(%val > 0) { $mvForwardAction = %val * $movementSpeed; $mvBackwardAction = 0; } else { $mvForwardAction = 0; $mvBackwardAction = -%val * $movementSpeed; } } function gamepadYaw(%val) { %yawAdj = getGamepadAdjustAmount(%val); if(ServerConnection.isControlObjectRotDampedCamera()) { // Clamp and scale %yawAdj = mClamp(%yawAdj, -m2Pi()+0.01, m2Pi()-0.01); %yawAdj *= 0.5; } if(%yawAdj > 0) { $mvYawLeftSpeed = %yawAdj; $mvYawRightSpeed = 0; } else { $mvYawLeftSpeed = 0; $mvYawRightSpeed = -%yawAdj; } } function gamepadPitch(%val) { %pitchAdj = getGamepadAdjustAmount(%val); if(ServerConnection.isControlObjectRotDampedCamera()) { // Clamp and scale %pitchAdj = mClamp(%pitchAdj, -m2Pi()+0.01, m2Pi()-0.01); %pitchAdj *= 0.5; } if(%pitchAdj > 0) { $mvPitchDownSpeed = -%pitchAdj; // Added "-" for inverted look // MyEdit $mvPitchUpSpeed = 0; } else { $mvPitchDownSpeed = 0; $mvPitchUpSpeed = %pitchAdj; // Removed "-" for inverted look // MyEdit } } moveMap.bind( keyboard, a, moveleft ); moveMap.bind( keyboard, d, moveright ); moveMap.bind( keyboard, left, moveleft ); moveMap.bind( keyboard, right, moveright ); moveMap.bind( keyboard, w, moveforward ); moveMap.bind( keyboard, s, movebackward ); moveMap.bind( keyboard, up, moveforward ); moveMap.bind( keyboard, down, movebackward ); moveMap.bind( keyboard, e, moveup ); moveMap.bind( keyboard, c, movedown ); moveMap.bind( keyboard, space, jump ); moveMap.bind( mouse, xaxis, yaw ); moveMap.bind( mouse, yaxis, pitch ); moveMap.bind( gamepad, thumbrx, "D", "-0.23 0.23", gamepadYaw ); moveMap.bind( gamepad, thumbry, "D", "-0.23 0.23", gamepadPitch ); moveMap.bind( gamepad, thumblx, "D", "-0.23 0.23", gamePadMoveX ); moveMap.bind( gamepad, thumbly, "D", "-0.23 0.23", gamePadMoveY ); moveMap.bind( gamepad, btn_a, jump ); moveMap.bindCmd( gamepad, btn_back, "disconnect();", "" ); moveMap.bindCmd(gamepad, dpadl, "toggleLightColorViz();", ""); //moveMap.bindCmd(gamepad, dpadu, "toggleDepthViz();", ""); GlobalActionMap.bind(gamepad, dpadu, toggleConsole); // MyEdit moveMap.bindCmd(gamepad, dpadd, "toggleNormalsViz();", ""); moveMap.bindCmd(gamepad, dpadr, "metrics(fps);", ""); // MyEdit // ---------------------------------------------------------------------------- // Stance/pose // ---------------------------------------------------------------------------- function doCrouch(%val) { $mvTriggerCount3++; } moveMap.bind(keyboard, lcontrol, doCrouch); moveMap.bind(gamepad, btn_b, doCrouch); function doSprint(%val) { $mvTriggerCount5++; } moveMap.bind(keyboard, lshift, doSprint); moveMap.bind(gamepad, btn_lt, doSprint); // MyEdit //------------------------------------------------------------------------------ // Mouse Trigger //------------------------------------------------------------------------------ function mouseFire(%val) { $mvTriggerCount0++; } //function altTrigger(%val) //{ //$mvTriggerCount1++; //} moveMap.bind( mouse, button0, mouseFire ); //moveMap.bind( mouse, button1, altTrigger ); //------------------------------------------------------------------------------ // Gamepad Trigger //------------------------------------------------------------------------------ function gamepadFire(%val) { if(%val > 0.1 && !$gamepadFireTriggered) { $gamepadFireTriggered = true; $mvTriggerCount0++; rumble(gamepad, 0.2, 0.2); // deviceName, Left Motor(low-frequency), Right Motor(high-frequency) // MyEdit } else if(%val <= 0.1 && $gamepadFireTriggered) { $gamepadFireTriggered = false; $mvTriggerCount0++; rumble(gamepad, 0, 0); // Stop rumble // MyEdit } } function gamepadAltTrigger(%val) { if(%val > 0.1 && !$gamepadAltTriggerTriggered) { $gamepadAltTriggerTriggered = true; $mvTriggerCount1++; } else if(%val <= 0.1 && $gamepadAltTriggerTriggered) { $gamepadAltTriggerTriggered = false; $mvTriggerCount1++; } } moveMap.bind(gamepad, triggerr, gamepadFire); moveMap.bind(gamepad, triggerl, gamepadAltTrigger); //------------------------------------------------------------------------------ // Zoom and FOV functions //------------------------------------------------------------------------------ if($Player::CurrentFOV $= "") $Player::CurrentFOV = $pref::Player::DefaultFOV / 2; // toggleZoomFOV() works by dividing the CurrentFOV by 2. Each time that this // toggle is hit it simply divides the CurrentFOV by 2 once again. If the // FOV is reduced below a certain threshold then it resets to equal half of the // DefaultFOV value. This gives us 4 zoom levels to cycle through. function toggleZoomFOV() { $Player::CurrentFOV = $Player::CurrentFOV / 2; if($Player::CurrentFOV < 5) resetCurrentFOV(); if(ServerConnection.zoomed) setFOV($Player::CurrentFOV); else { setFov(ServerConnection.getControlCameraDefaultFov()); } } function resetCurrentFOV() { $Player::CurrentFOV = ServerConnection.getControlCameraDefaultFov() / 2; } function turnOffZoom() { ServerConnection.zoomed = false; setFov(ServerConnection.getControlCameraDefaultFov()); Reticle.setVisible(true); zoomReticle.setVisible(false); // Rather than just disable the DOF effect, we want to set it to the level's // preset values. //DOFPostEffect.disable(); ppOptionsUpdateDOFSettings(); } function setZoomFOV(%val) { if(%val) toggleZoomFOV(); } function toggleZoom(%val) { if (%val) { ServerConnection.zoomed = true; setFov($Player::CurrentFOV); Reticle.setVisible(false); zoomReticle.setVisible(true); DOFPostEffect.setAutoFocus( true ); DOFPostEffect.setFocusParams( 0.5, 0.5, 50, 500, -5, 5 ); DOFPostEffect.enable(); } else { turnOffZoom(); } } function mouseButtonZoom(%val) { toggleZoom(%val); } moveMap.bind(keyboard, f, setZoomFOV); // f for field of view moveMap.bind(keyboard, z, toggleZoom); // z for zoom moveMap.bind( mouse, button1, mouseButtonZoom ); moveMap.bind(gamepad, btn_rt, toggleZoom); // MyEdit //------------------------------------------------------------------------------ // Camera & View functions //------------------------------------------------------------------------------ function toggleFreeLook( %val ) { if ( %val ) $mvFreeLook = true; else $mvFreeLook = false; } function toggleFirstPerson(%val) { if (%val) { ServerConnection.setFirstPerson(!ServerConnection.isFirstPerson()); } } function toggleCamera(%val) { if (%val) commandToServer('ToggleCamera'); } moveMap.bind( keyboard, v, toggleFreeLook ); // v for vanity moveMap.bind(keyboard, tab, toggleFirstPerson ); moveMap.bind(keyboard, "alt c", toggleCamera); moveMap.bind( gamepad, btn_start, toggleCamera ); moveMap.bind( gamepad, btn_x, toggleFirstPerson ); moveMap.bindCmd( gamepad, btn_y, "commandToServer('reloadWeapon');", ""); // Reload Weapon // MyEdit // ---------------------------------------------------------------------------- // Misc. Player stuff // ---------------------------------------------------------------------------- // Gideon does not have these animations, so the player does not need access to // them. Commenting instead of removing so as to retain an example for those // who will want to use a player model that has these animations and wishes to // use them. //moveMap.bindCmd(keyboard, "ctrl w", "commandToServer('playCel',\"wave\");", ""); //moveMap.bindCmd(keyboard, "ctrl s", "commandToServer('playCel',\"salute\");", ""); moveMap.bindCmd(keyboard, "ctrl k", "commandToServer('suicide');", ""); //------------------------------------------------------------------------------ // Item manipulation //------------------------------------------------------------------------------ moveMap.bindCmd(keyboard, "1", "commandToServer('use',\"Ryder\");", ""); moveMap.bindCmd(keyboard, "2", "commandToServer('use',\"Lurker\");", ""); moveMap.bindCmd(keyboard, "3", "commandToServer('use',\"LurkerGrenadeLauncher\");", ""); moveMap.bindCmd(keyboard, "4", "commandToServer('use',\"ProxMine\");", ""); moveMap.bindCmd(keyboard, "5", "commandToServer('use',\"DeployableTurret\");", ""); moveMap.bindCmd(keyboard, "r", "commandToServer('reloadWeapon');", ""); function unmountWeapon(%val) { if (%val) commandToServer('unmountWeapon'); } moveMap.bind(keyboard, 0, unmountWeapon); function throwWeapon(%val) { if (%val) commandToServer('Throw', "Weapon"); } function tossAmmo(%val) { if (%val) commandToServer('Throw', "Ammo"); } moveMap.bind(keyboard, "alt w", throwWeapon); moveMap.bind(keyboard, "alt a", tossAmmo); function nextWeapon(%val) { if (%val) commandToServer('cycleWeapon', "next"); } function prevWeapon(%val) { if (%val) commandToServer('cycleWeapon', "prev"); } function mouseWheelWeaponCycle(%val) { if (%val < 0) commandToServer('cycleWeapon', "next"); else if (%val > 0) commandToServer('cycleWeapon', "prev"); } moveMap.bind(keyboard, q, nextWeapon); moveMap.bind(keyboard, "ctrl q", prevWeapon); moveMap.bind(mouse, "zaxis", mouseWheelWeaponCycle); moveMap.bind(gamepad, btn_l, prevWeapon); // MyEdit moveMap.bind(gamepad, btn_r, nextWeapon); // MyEdit //------------------------------------------------------------------------------ // Message HUD functions //------------------------------------------------------------------------------ function pageMessageHudUp( %val ) { if ( %val ) pageUpMessageHud(); } function pageMessageHudDown( %val ) { if ( %val ) pageDownMessageHud(); } function resizeMessageHud( %val ) { if ( %val ) cycleMessageHudSize(); } moveMap.bind(keyboard, u, toggleMessageHud ); //moveMap.bind(keyboard, y, teamMessageHud ); moveMap.bind(keyboard, "pageUp", pageMessageHudUp ); moveMap.bind(keyboard, "pageDown", pageMessageHudDown ); moveMap.bind(keyboard, "p", resizeMessageHud ); //------------------------------------------------------------------------------ // Demo recording functions //------------------------------------------------------------------------------ function startRecordingDemo( %val ) { if ( %val ) startDemoRecord(); } function stopRecordingDemo( %val ) { if ( %val ) stopDemoRecord(); } moveMap.bind( keyboard, F3, startRecordingDemo ); moveMap.bind( keyboard, F4, stopRecordingDemo ); //------------------------------------------------------------------------------ // Helper Functions //------------------------------------------------------------------------------ function dropCameraAtPlayer(%val) { if (%val) commandToServer('dropCameraAtPlayer'); } function dropPlayerAtCamera(%val) { if (%val) commandToServer('DropPlayerAtCamera'); } moveMap.bind(keyboard, "F8", dropCameraAtPlayer); moveMap.bind(keyboard, "F7", dropPlayerAtCamera); function bringUpOptions(%val) { if (%val) Canvas.pushDialog(OptionsDlg); } GlobalActionMap.bind(keyboard, "ctrl o", bringUpOptions); //------------------------------------------------------------------------------ // Debugging Functions //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // // Start profiler by pressing ctrl f3 // ctrl f3 - starts profile that will dump to console and file // function doProfile(%val) { if (%val) { // key down -- start profile echo("Starting profile session..."); profilerReset(); profilerEnable(true); } else { // key up -- finish off profile echo("Ending profile session..."); profilerDumpToFile("profilerDumpToFile" @ getSimTime() @ ".txt"); profilerEnable(false); } } GlobalActionMap.bind(keyboard, "ctrl F3", doProfile); //------------------------------------------------------------------------------ // Misc. //------------------------------------------------------------------------------ GlobalActionMap.bind(keyboard, "tilde", toggleConsole); GlobalActionMap.bindCmd(keyboard, "alt k", "cls();",""); GlobalActionMap.bindCmd(keyboard, "alt enter", "", "Canvas.attemptFullscreenToggle();"); GlobalActionMap.bindCmd(keyboard, "F1", "", "contextHelp();"); moveMap.bindCmd(keyboard, "n", "toggleNetGraph();", ""); // ---------------------------------------------------------------------------- // Useful vehicle stuff // ---------------------------------------------------------------------------- // Trace a line along the direction the crosshair is pointing // If you find a car with a player in it...eject them function carjack() { %player = LocalClientConnection.getControlObject(); if (%player.getClassName() $= "Player") { %eyeVec = %player.getEyeVector(); %startPos = %player.getEyePoint(); %endPos = VectorAdd(%startPos, VectorScale(%eyeVec, 1000)); %target = ContainerRayCast(%startPos, %endPos, $TypeMasks::VehicleObjectType); if (%target) { // See if anyone is mounted in the car's driver seat %mount = %target.getMountNodeObject(0); // Can only carjack bots // remove '&& %mount.getClassName() $= "AIPlayer"' to allow you // to carjack anyone/anything if (%mount && %mount.getClassName() $= "AIPlayer") { commandToServer('carUnmountObj', %mount); } } } } // Bind the keys to the carjack command moveMap.bindCmd(keyboard, "ctrl z", "carjack();", ""); // Starting vehicle action map code if ( isObject( vehicleMap ) ) vehicleMap.delete(); new ActionMap(vehicleMap); // The key command for flipping the car vehicleMap.bindCmd(keyboard, "ctrl x", "commandToServer(\'flipCar\');", ""); function getOut() { vehicleMap.pop(); moveMap.push(); commandToServer('dismountVehicle'); } function brakeLights() { // Turn on/off the Cheetah's head lights. commandToServer('toggleBrakeLights'); } function brake(%val) { commandToServer('toggleBrakeLights'); $mvTriggerCount2++; } vehicleMap.bind( keyboard, w, moveforward ); vehicleMap.bind( keyboard, s, movebackward ); vehicleMap.bind( keyboard, up, moveforward ); vehicleMap.bind( keyboard, down, movebackward ); vehicleMap.bind( mouse, xaxis, yaw ); vehicleMap.bind( mouse, yaxis, pitch ); vehicleMap.bind( mouse, button0, mouseFire ); vehicleMap.bind( mouse, button1, altTrigger ); vehicleMap.bindCmd(keyboard, "ctrl f","getout();",""); vehicleMap.bind(keyboard, space, brake); vehicleMap.bindCmd(keyboard, "l", "brakeLights();", ""); vehicleMap.bindCmd(keyboard, "escape", "", "handleEscape();"); vehicleMap.bind( keyboard, v, toggleFreeLook ); // v for vanity //vehicleMap.bind(keyboard, tab, toggleFirstPerson ); vehicleMap.bind(keyboard, "alt c", toggleCamera); // bind the left thumbstick for steering vehicleMap.bind( gamepad, thumblx, "D", "-0.23 0.23", gamepadYaw ); // bind the gas, break, and reverse buttons vehicleMap.bind( gamepad, btn_a, moveforward ); vehicleMap.bind( gamepad, btn_b, brake ); vehicleMap.bind( gamepad, btn_x, movebackward ); // bind exiting the vehicle to a button vehicleMap.bindCmd(gamepad, btn_y,"getout();",""); vehicleMap.bind(gamepad, triggerr, gamepadFire); // MyEdit