// client movement
void viewloc_PlayerPhysics()
-{
+{SELFPARAM();
if(self.viewloc)
{
vector oldmovement = self.movement;
#ifdef CSQC
void viewloc_SetTags()
-{
+{SELFPARAM();
if(self.viewloc && wasfreed(self.viewloc))
self.viewloc = world;
position_a = view.viewloc.enemy.origin;
position_b = view.viewloc.goalentity.origin;
-#if 0
+#if 0
/*TODO: have the camera only move when a player moves too much from the center of the camera
* basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
*/
camera_angle = '0 0 0';
- // a tracking camera follows the player when it leaves the world box
+ // a tracking camera follows the player when it leaves the world box
if (cvar("cam_track")) {
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 (cvar("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 (cvar("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.
else
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 (!cvar("cam_snap_unlock")) {
camera_angle_x = 0;
camera_angle_z = 0;
}
-
+
#if 0
- dprint(vtos(camera_position), "\n");
- dprint(vtos(old_camera_angle), "\n");
- dprint(vtos(camera_angle), "\n");
+ LOG_TRACE(vtos(camera_position), "\n");
+ LOG_TRACE(vtos(old_camera_angle), "\n");
+ LOG_TRACE(vtos(camera_angle), "\n");
#endif
freeze_org = getpropertyvec(VF_ORIGIN);
freeze_ang = getpropertyvec(VF_ANGLES);
setproperty(VF_ORIGIN, camera_position);
setproperty(VF_ANGLES, camera_angle);
-
+
forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
-
+
if(input_movevalues_y < 0) // left
view.angles_y = backward_y;
if(input_movevalues_y > 0) // favour right