set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this"
seta cl_eventchase_death 0 "camera goes into 3rd person mode when the player is dead"
-seta cl_eventchase_intermission 0 "camera goes into 3rd person mode when the match ends"
seta cl_eventchase_distance 140 "final camera distance"
seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
void PostInit(void);
void CSQC_Demo_Camera();
float HUD_WouldDrawScoreboard();
-float view_set;
float camera_mode;
float reticle_type;
string NextFrameCommand;
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
- if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_eventchase_intermission && intermission))
+ if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
{
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
// Ideally, there should be another way to enable third person cameras, such as through R_SetView()
}
// Render the Scene
- if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
- {
- view_origin = pmove_org + vo;
- view_angles = input_angles;
- makevectors(view_angles);
- view_forward = v_forward;
- view_right = v_right;
- view_up = v_up;
- view_set = 1;
- }
+ view_origin = pmove_org + vo;
+ view_angles = input_angles;
+ makevectors(view_angles);
+ view_forward = v_forward;
+ view_right = v_right;
+ view_up = v_up;
#ifdef BLURTEST
if(time > blurtest_time0 && time < blurtest_time1)
drawfill('0 0 0', eX * vid_conwidth + eY * vid_conheight, liquidcolor_prev, contentavgalpha * liquidalpha_prev, DRAWFLAG_NORMAL);
}
- if(autocvar_hud_damage)
+ if(autocvar_hud_damage && !autocvar_chase_active)
{
splash_size_x = max(vid_conwidth, vid_conheight);
splash_size_y = max(vid_conwidth, vid_conheight);
float autocvar_cl_hitsound;
float autocvar_cl_hitsound_antispam_time;
var float autocvar_cl_eventchase_death = 1;
-var float autocvar_cl_eventchase_intermission = 1;
var float autocvar_cl_eventchase_distance = 140;
var float autocvar_cl_eventchase_speed = 1.3;
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.movement = '0 0 0';
- //self.fixangle = TRUE;
}
}
//don't allow the player to turn around while game is paused!
if(timeoutStatus == 2) {
+ // FIXME turn this into CSQC stuff
self.v_angle = self.lastV_angle;
self.angles = self.lastV_angle;
self.fixangle = TRUE;
self.angles_x = random() * 360;
self.angles_y = random() * 360;
// at least I'm not forcing retardedview by also assigning to angles_z
- self.fixangle = 1;
+ self.fixangle = TRUE;
}
}
else
self.alpha = 1;
- ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
- ang_y = 0;
- ang_z = 0;
-
- if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
- {
- ang_y = self.owner.v_angle_y;
- makevectors(ang);
- var vector v = v_forward;
- var float t = self.tag_entity.frame1time;
- var float f = self.tag_entity.frame;
- self.tag_entity.frame1time = time;
- self.tag_entity.frame = self.tag_entity.anim_idle_x;
- gettaginfo(self.tag_entity, self.tag_index);
- self.tag_entity.frame1time = t;
- self.tag_entity.frame = f;
- // untransform v according to this coordinate space
- vector w;
- w_x = v_forward * v;
- w_y = -v_right * v;
- w_z = v_up * v;
- self.angles = vectoangles(w);
- }
- else
+ if (!intermission_running)
{
- ang_x = -/* don't ask */ang_x;
- self.angles = ang;
+ ang_x = bound(sv_pitch_min, self.owner.v_angle_x, sv_pitch_max);
+ ang_y = 0;
+ ang_z = 0;
+
+ if(sv_pitch_fixyaw) // workaround for stupid player models that don't aim forward
+ {
+ ang_y = self.owner.v_angle_y;
+ makevectors(ang);
+ var vector v = v_forward;
+ var float t = self.tag_entity.frame1time;
+ var float f = self.tag_entity.frame;
+ self.tag_entity.frame1time = time;
+ self.tag_entity.frame = self.tag_entity.anim_idle_x;
+ gettaginfo(self.tag_entity, self.tag_index);
+ self.tag_entity.frame1time = t;
+ self.tag_entity.frame = f;
+ // untransform v according to this coordinate space
+ vector w;
+ w_x = v_forward * v;
+ w_y = -v_right * v;
+ w_z = v_up * v;
+ self.angles = vectoangles(w);
+ }
+ else
+ {
+ ang_x = -/* don't ask */ang_x;
+ self.angles = ang;
+ }
}
self.glowmod = self.owner.weaponentity_glowmod;
string s;
if(!e.autoscreenshot) // initial call
{
- e.angles = e.v_angle;
- e.angles_x = -e.angles_x;
e.autoscreenshot = time + 0.8; // used for autoscreenshot
e.health = -2342;
// first intermission phase; voting phase has positive health (used to decide whether to send SVC_FINALE or not)
WriteByte(MSG_ONE, SVC_INTERMISSION);
}
}
-
- //e.velocity = '0 0 0';
- //e.fixangle = TRUE;
-
- // TODO halt weapon animation
}