4 #include "../dpdefs/csprogsdefs.qh"
5 #include "../client/defs.qh"
6 #include "constants.qh"
9 #include "../server/defs.qh"
13 void viewloc_PlayerPhysics()
17 vector oldmovement = self.movement;
18 self.movement_x = oldmovement_y;
21 if(self.movement_x < 0)
22 self.movement_x = -self.movement_x;
24 vector level_start, level_end;
25 level_start = self.viewloc.enemy.origin;
26 level_end = self.viewloc.goalentity.origin;
27 vector forward, backward;
28 forward = vectoangles(normalize(level_end - level_start));
29 backward = vectoangles(normalize(level_start - level_end));
31 if(self.movement_x < 0) // left
32 self.angles_y = backward_y;
33 if(self.movement_x > 0) // right
34 self.angles_y = forward_y;
40 self.v_angle_x = self.angles_x = -50;
41 else if(oldmovement_x < 0)
45 self.v_angle_x = self.angles_x = 50;
47 //if(!PHYS_INPUT_BUTTON_CROUCH(self) && !IS_DUCKED(self))
49 //self.BUTTON_CROUCH = (oldmovement_x < 0);
51 self.BUTTON_CROUCH = true;
53 if(oldmovement_x < 0) { input_buttons |= 16; self.flags |= FL_DUCKED; } //else { input_buttons &= ~16; self.flags &= ~FL_DUCKED; }
60 void viewloc_SetTags()
62 if(self.viewloc && wasfreed(self.viewloc))
65 if(self.viewloc.entnum != self.tag_networkviewloc)
66 if(self.tag_networkviewloc == 0)
69 self.viewloc = findfloat(world, entnum, self.tag_networkviewloc);
72 vector old_camera_angle = '0 0 0';
73 void viewloc_SetViewLocation()
75 entity view = CSQCModel_server2csqc(player_localentnum);
77 //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
78 if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
80 vector position_a, position_b, camera_position, camera_angle, forward, backward;
83 position_a = view.viewloc.enemy.origin;
84 position_b = view.viewloc.goalentity.origin;
87 /*TODO: have the camera only move when a player moves too much from the center of the camera
88 * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
90 if (cvar("cam_box")) {
91 camera_position = vec_bounds_in(view.origin, position_a, position_b);
95 camera_position = vec_bounds_in(view.origin, position_a, position_b);
98 camera_angle = '0 0 0';
100 // a tracking camera follows the player when it leaves the world box
101 if (cvar("cam_track")) {
102 camera_angle = aim_vec (camera_position, view.origin);
105 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
106 if (cvar("cam_snap_hard")){
107 camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
110 // tries to avoid snapping unless it *really* needs to
111 if (cvar("cam_snap_close")){
113 // like hard snap, but don't snap angles yet.
114 camera_angle = aim_vec(camera_position, view.origin);
116 /* if the difference between the old and new angle is 60 degrees or more, switch angles.
117 * NOTE: bug/feature: this will use non-snaped angles for one frame.
118 * doing this resualts in less code, faster code, and a smoother transisition between angles.
120 float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y);
122 if ( camera_angle_diff >= 60)
123 old_camera_angle_y = angle_snap_f(camera_angle_y, 90);
125 camera_angle_y = old_camera_angle_y;
128 //unlocking this allows the camera to look up and down. this also allows a top-down view.
129 if (!cvar("cam_snap_unlock")) {
135 LOG_TRACE(vtos(camera_position), "\n");
136 LOG_TRACE(vtos(old_camera_angle), "\n");
137 LOG_TRACE(vtos(camera_angle), "\n");
140 freeze_org = getpropertyvec(VF_ORIGIN);
141 freeze_ang = getpropertyvec(VF_ANGLES);
142 setproperty(VF_ORIGIN, camera_position);
143 setproperty(VF_ANGLES, camera_angle);
145 forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
146 backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
148 if(input_movevalues_y < 0) // left
149 view.angles_y = backward_y;
150 if(input_movevalues_y > 0) // favour right
151 view.angles_y = forward_y;
153 setproperty(VF_CL_VIEWANGLES, view.angles);