5 #include "../client/defs.qh"
6 #include "constants.qh"
9 #include "../server/defs.qh"
13 void viewloc_PlayerPhysics(entity this)
17 if(this.viewloc.goalentity == this.viewloc.enemy)
18 return; // we can't side-scroll in this case
20 vector old_movement = this.movement;
21 this.movement_x = old_movement_y;
24 if(this.movement_x < 0)
25 this.movement_x = -this.movement_x;
27 vector level_start, level_end;
28 level_start = this.viewloc.enemy.origin;
29 level_end = this.viewloc.goalentity.origin;
30 vector forward, backward;
31 forward = vectoangles(normalize(level_end - level_start));
32 backward = vectoangles(normalize(level_start - level_end));
34 if(this.movement_x < 0) // left
35 this.angles_y = backward_y;
36 if(this.movement_x > 0) // right
37 this.angles_y = forward_y;
39 if(old_movement_x > 0)
43 this.v_angle_x = this.angles_x = -50;
44 else if(old_movement_x < 0)
48 this.v_angle_x = this.angles_x = 50;
50 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
52 //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
53 if (old_movement.x < 0)
54 PHYS_INPUT_BUTTON_CROUCH(this) = true;
56 if (old_movement.x < 0)
58 input_buttons |= BIT(4);
59 this.flags |= FL_DUCKED;
61 //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
68 void viewloc_SetTags(entity this)
70 if(this.viewloc && wasfreed(this.viewloc))
73 if(this.viewloc.entnum != this.tag_networkviewloc)
74 if(this.tag_networkviewloc == 0)
77 this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
80 vector old_camera_angle = '0 0 0';
81 bool autocvar_cam_snap_close;
82 bool autocvar_cam_track;
83 bool autocvar_cam_snap_hard;
84 bool autocvar_cam_snap_unlock;
85 void viewloc_SetViewLocation()
87 entity view = CSQCModel_server2csqc(player_localentnum - 1);
89 //NOTE: the "cam_" cvars sould probably be changed out with a spawnflag or an entity key. I have it like this for my testing -- Player_2
90 if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
92 bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
93 vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward;
96 position_a = view.viewloc.enemy.origin;
97 position_b = view.viewloc.goalentity.origin;
100 /*TODO: have the camera only move when a player moves too much from the center of the camera
101 * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
103 if (cvar("cam_box")) {
104 camera_position = vec_bounds_in(view.origin, position_a, position_b);
108 camera_position = vec_bounds_in(view.origin, position_a, position_b);
111 // a tracking camera follows the player when it leaves the world box
112 if (autocvar_cam_track || !have_sidescroll) {
113 camera_angle = aim_vec (camera_position, view.origin);
116 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
117 if (autocvar_cam_snap_hard){
118 camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
121 // tries to avoid snapping unless it *really* needs to
122 if (autocvar_cam_snap_close){
124 // like hard snap, but don't snap angles yet.
125 camera_angle = aim_vec(camera_position, view.origin);
127 /* if the difference between the old and new angle is 60 degrees or more, switch angles.
128 * NOTE: bug/feature: this will use non-snaped angles for one frame.
129 * doing this resualts in less code, faster code, and a smoother transisition between angles.
131 float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y);
133 if ( camera_angle_diff >= 60)
134 old_camera_angle_y = angle_snap_f(camera_angle_y, 90);
136 camera_angle_y = old_camera_angle_y;
139 //unlocking this allows the camera to look up and down. this also allows a top-down view.
140 if (!autocvar_cam_snap_unlock) {
146 LOG_TRACE(vtos(camera_position));
147 LOG_TRACE(vtos(old_camera_angle));
148 LOG_TRACE(vtos(camera_angle));
151 freeze_org = getpropertyvec(VF_ORIGIN);
152 freeze_ang = getpropertyvec(VF_ANGLES);
153 setproperty(VF_ORIGIN, camera_position);
154 setproperty(VF_ANGLES, camera_angle);
158 forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
159 backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
161 if(input_movevalues_y < 0) // left
162 view.angles_y = backward.y;
163 if(input_movevalues_y > 0) // favour right
164 view.angles_y = forward.y;
166 setproperty(VF_CL_VIEWANGLES, view.angles);