private void MakeCurrent()
{
Vector3 oldAngles = _viewAngles;
if(this.Inhibited == false)
{
// update toggled key states
// TODO: toggled
/*toggled_crouch.SetKeyState( ButtonState( UB_DOWN ), in_toggleCrouch.GetBool() );
toggled_run.SetKeyState( ButtonState( UB_SPEED ), in_toggleRun.GetBool() && idAsyncNetwork::IsActive() );
toggled_zoom.SetKeyState( ButtonState( UB_ZOOM ), in_toggleZoom.GetBool() );*/
// TODO: keyboard gen
// keyboard angle adjustment
/*AdjustAngles();
// set button bits
CmdButtons();
// get basic movement from keyboard
KeyMove();*/
// get basic movement from mouse
// TODO: MouseMove();
// get basic movement from joystick
/*JoystickMove();
// check to make sure the angles haven't wrapped
if ( viewangles[PITCH] - oldAngles[PITCH] > 90 ) {
viewangles[PITCH] = oldAngles[PITCH] + 90;
} else if ( oldAngles[PITCH] - viewangles[PITCH] > 90 ) {
viewangles[PITCH] = oldAngles[PITCH] - 90;
} */
}
else
{
_mouseDeltaX = 0;
_mouseDeltaY = 0;
}
// TODO: input
/*for ( i = 0; i < 3; i++ ) {
cmd.angles[i] = ANGLE2SHORT( viewangles[i] );
}*/
_currentCommand.MouseX = (short) _mouseX;
_currentCommand.MouseY = (short) _mouseY;
_flags = _currentCommand.Flags;
_impulse = _currentCommand.Impulse;
}