vector old_movement = PHYS_CS(this).movement;
PHYS_CS(this).movement_x = old_movement_y;
- PHYS_CS(this).movement_y = 0;
+ if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !this.ladder_entity)
+ PHYS_CS(this).movement_y = old_movement_x;
+ else
+ PHYS_CS(this).movement_y = 0;
vector level_start, level_end;
level_start = this.viewloc.enemy.origin;
vector forward = vectoangles(normalize(level_end - level_start));
vector backward = vectoangles(normalize(level_start - level_end));
+ if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && this.angles_y < 0 && !this.ladder_entity)
+ PHYS_CS(this).movement_y = -PHYS_CS(this).movement_y;
+
if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
{
if(this.angles_y > 0)
if(PHYS_CS(this).movement_x > 0) // right
this.angles_y = forward.y;
}
-
+ #if 0
//if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
+ if(!(this.viewloc.spawnflags & VIEWLOC_FREEMOVE))
+ {
#ifdef SVQC
//PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
if (old_movement.x < 0)
}
//else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
#endif
+ }
+ #endif
}
}
this.viewloc = NULL;
if(this.viewloc.entnum != this.tag_networkviewloc)
- if(this.tag_networkviewloc == 0)
- this.viewloc = NULL;
- else
- this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
+ {
+ if(this.tag_networkviewloc == 0)
+ this.viewloc = NULL;
+ else
+ this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
+ }
}
vector CursorToWorldCoord(vector mpos)
}
vector old_camera_angle = '0 0 0';
-bool autocvar_cam_snap_close;
-bool autocvar_cam_track;
-bool autocvar_cam_snap_hard;
-bool autocvar_cam_snap_unlock;
void viewloc_SetViewLocation()
{
entity view = CSQCModel_server2csqc(player_localentnum - 1);
if (!view) return;
- //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
- if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
+ entity viewloc_ent = view.viewloc;
+ if(viewloc_ent && !wasfreed(viewloc_ent) && viewloc_ent.enemy && viewloc_ent.goalentity)
{
- bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
- vector position_a = view.viewloc.enemy.origin;
- vector position_b = view.viewloc.goalentity.origin;
+ bool have_sidescroll = (viewloc_ent.enemy != viewloc_ent.goalentity);
+ vector position_a = viewloc_ent.enemy.origin;
+ vector position_b = viewloc_ent.goalentity.origin;
vector camera_angle = '0 0 0';
vector camera_position;
* basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */
camera_position = vec_bounds_in(view.origin, position_a, position_b);
+ // use camera's angle when possible
+ if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_NOANGLE)) {
+ camera_angle = viewloc_ent.enemy.movedir;
+ }
// a tracking camera follows the player when it leaves the world box
- if (autocvar_cam_track || !have_sidescroll) {
+ if ((viewloc_ent.spawnflags & VIEWLOC_CAM_TRACK) || !have_sidescroll) {
camera_angle = aim_vec (camera_position, view.origin);
}
// hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
- if (autocvar_cam_snap_hard) {
+ if (viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_HARD) {
camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
}
// tries to avoid snapping unless it *really* needs to
- if (autocvar_cam_snap_close) {
+ if (viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_CLOSE) {
// like hard snap, but don't snap angles yet.
camera_angle = aim_vec(camera_position, view.origin);
/* if the difference between the old and new angle is 60 degrees or more, switch angles.
* NOTE: bug/feature: this will use non-snaped angles for one frame.
- * doing this resualts in less code, faster code, and a smoother transisition between angles.
+ * doing this results in less code, faster code, and a smoother transisition between angles.
*/
float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
}
//unlocking this allows the camera to look up and down. this also allows a top-down view.
- if (!autocvar_cam_snap_unlock) {
+ if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_UNLOCK)) {
camera_angle.x = 0;
camera_angle.z = 0;
}
if (have_sidescroll) {
vector view_angle = view.angles;
- if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) {
+ if (!(viewloc_ent.spawnflags & VIEWLOC_FREEAIM)) {
vector avatar_facing_dir;
// get the player's forward-facing direction, based on positions a and b
if (0 == input_movevalues.y) {
view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis
// if (0 == input_movevalues.x) look straight ahead
- if (0 > input_movevalues.x) { // look up
- view_angle.x = 50;
- } else if (0 < input_movevalues.x) { // look down
- view_angle.x = -50;
+ if (!(viewloc_ent.spawnflags & VIEWLOC_FREEMOVE)) {
+ if (0 > input_movevalues.x) { // look up
+ view_angle.x = 50;
+ } else if (0 < input_movevalues.x) { // look down
+ view_angle.x = -50;
+ }
}
} else {
vector mpos = CursorToWorldCoord(viewloc_mousepos);
}
}
+STATIC_INIT_LATE(viewloc_cursor)
+{
+ // fix the mouse position on init so it isn't in the corner
+ viewloc_mousepos = '0.5 0 0' * autocvar_vid_conwidth + '0 0.5 0' * autocvar_vid_conheight;
+}
+
#endif