- left[0] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0];
- left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1];
- left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2];
- up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0];
- up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1];
- up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2];
+ left[0] = mleft[0] * r_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0];
+ left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1];
+ left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2];
+ up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0];
+ up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1];
+ up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2];
+ break;
+ case SPR_OVERHEAD:
+ // Overhead games sprites, have some special hacks to look good
+ VectorScale(r_refdef.view.left, ent->scale * r_overheadsprites_scalex.value, left);
+ VectorScale(r_refdef.view.up, ent->scale * r_overheadsprites_scaley.value, up);
+ VectorSubtract(org, r_refdef.view.origin, middle);
+ VectorNormalize(middle);
+ // offset and rotate
+ dir_angle = r_overheadsprites_perspective.value * (1 - fabs(DotProduct(middle, r_refdef.view.forward)));
+ up[2] = up[2] + dir_angle;
+ VectorNormalize(up);
+ VectorScale(up, ent->scale * r_overheadsprites_scaley.value, up);
+ // offset (move nearer to player, yz is camera plane)
+ org[0] = org[0] - middle[0]*r_overheadsprites_pushback.value;
+ org[1] = org[1] - middle[1]*r_overheadsprites_pushback.value;
+ org[2] = org[2] - middle[2]*r_overheadsprites_pushback.value;
+ // little perspective effect
+ up[2] = up[2] + dir_angle * 0.3;
+ // a bit of counter-camera rotation
+ up[0] = up[0] + r_refdef.view.forward[0] * 0.07;
+ up[1] = up[1] + r_refdef.view.forward[1] * 0.07;
+ up[2] = up[2] + r_refdef.view.forward[2] * 0.07;