Until this commit a cinematic was aborted as soon as any key were
marked down when finishing the user command and sending it to the
server. The whole logic to detect if a key is down is broken, for
example `vid_restart` may leave keys marked down that are in fact
up. And there's the possibility to inject fake key events from
nearly everywhere. I'm not really sure but I suspect that even the
server may be able to inject key events.
Therefore untangle the cinematic abort code from the user command
processing, it should depend only on real key strokes:
1. Introduce a new global variable `abort_cinamatic` and set it to
`cls.realtime` as soon as a key down event is detected. The only
exceptions are Escape and Shift, because opening the menu and
toggeling the console should never abort a cinematic.
2. When starting a cinematic `abort_cinamatic` is set to INT_MAX,
because it needs to be higher than the current `cls.realtime`.
3. When a cinematic is running, `cls.key_dest` is set to `key_game`
(`key_menu` and `key_console` are ignored, keys send to the menu
or the console should never abort a cinematic; `key_message`
can / should never happen while a cinematic is running) and
`abort_cinamatic` is less than `cls.realtime` the cinematic is
aborted.
`abort_cinamatic` less than `cls.realtime` is necessary because the
client needs one frame to pop up the menu or toggle the console and set
the `cls.key_dest` accordingly. `abort_cinamatic == cls.realtime - 1`
is not possible because not every frame finishes a user command.
This closes#502.
An option like this was often requested since I fixed the gun field of
view in e466554. Since the software renderer is missing the ability to
alter the persepective matrix (e.g. something like glFrustrum()) this
fix fakes the offset by manipulating the guns transformation marix.
That's not perfect, the gun distorts if `sw_gunzposition` is set to
anything but `0`. Values up to `8` are more or less okay. Defaults
to `8` which matches the GL renderer default.
Pushing all entities slightly away from non-horizontal may let items to
slide to unreachable locations, or let monsters getting stuck.
This is part of yquake2/xatrix#50