5 #include <client/main.qh>
6 #include "constants.qh"
9 #include <common/weapons/_all.qh>
10 #include <common/stats.qh>
14 void viewloc_PlayerPhysics(entity this)
18 if(this.viewloc.goalentity == this.viewloc.enemy)
19 return; // we can't side-scroll in this case
21 vector old_movement = PHYS_CS(this).movement;
22 PHYS_CS(this).movement_x = old_movement_y;
23 if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !this.ladder_entity)
24 PHYS_CS(this).movement_y = old_movement_x;
26 PHYS_CS(this).movement_y = 0;
28 vector level_start, level_end;
29 level_start = this.viewloc.enemy.origin;
30 level_end = this.viewloc.goalentity.origin;
31 vector forward = vectoangles(normalize(level_end - level_start));
32 vector backward = vectoangles(normalize(level_start - level_end));
34 if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && this.angles_y < 0 && !this.ladder_entity)
35 PHYS_CS(this).movement_y = -PHYS_CS(this).movement_y;
37 if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
40 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
44 if(PHYS_CS(this).movement_x < 0)
45 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
47 if(PHYS_CS(this).movement_x < 0) // left
48 this.angles_y = backward.y;
49 if(PHYS_CS(this).movement_x > 0) // right
50 this.angles_y = forward.y;
53 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
54 if(!(this.viewloc.spawnflags & VIEWLOC_FREEMOVE))
57 //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
58 if (old_movement.x < 0)
59 PHYS_INPUT_BUTTON_CROUCH(this) = true;
61 if (old_movement.x < 0)
63 input_buttons |= BIT(4);
64 this.flags |= FL_DUCKED;
66 //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
75 void viewloc_SetTags(entity this)
77 if(this.viewloc && wasfreed(this.viewloc))
80 if(this.viewloc.entnum != this.tag_networkviewloc)
82 if(this.tag_networkviewloc == 0)
85 this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
89 vector CursorToWorldCoord(vector mpos)
91 vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
92 vector wfar = cs_unproject(vec3(mpos.x, mpos.y, max_shot_distance)); // determine the world coordinate for the mouse cursor upon the far clip plane, with an outrageously large value as a workaround for dp.
93 traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
97 vector old_camera_angle = '0 0 0';
98 void viewloc_SetViewLocation()
100 entity view = CSQCModel_server2csqc(player_localentnum - 1);
102 entity viewloc_ent = view.viewloc;
103 if(viewloc_ent && !wasfreed(viewloc_ent) && viewloc_ent.enemy && viewloc_ent.goalentity)
105 bool have_sidescroll = (viewloc_ent.enemy != viewloc_ent.goalentity);
106 vector position_a = viewloc_ent.enemy.origin;
107 vector position_b = viewloc_ent.goalentity.origin;
108 vector camera_angle = '0 0 0';
109 vector camera_position;
111 /*TODO: have the camera only move when a player moves too much from the center of the camera
112 * basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */
113 camera_position = vec_bounds_in(view.origin, position_a, position_b);
115 // use camera's angle when possible
116 if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_NOANGLE)) {
117 camera_angle = viewloc_ent.enemy.movedir;
120 // a tracking camera follows the player when it leaves the world box
121 if ((viewloc_ent.spawnflags & VIEWLOC_CAM_TRACK) || !have_sidescroll) {
122 camera_angle = aim_vec (camera_position, view.origin);
125 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
126 if (viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_HARD) {
127 camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
130 // tries to avoid snapping unless it *really* needs to
131 if (viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_CLOSE) {
132 // like hard snap, but don't snap angles yet.
133 camera_angle = aim_vec(camera_position, view.origin);
135 /* if the difference between the old and new angle is 60 degrees or more, switch angles.
136 * NOTE: bug/feature: this will use non-snaped angles for one frame.
137 * doing this results in less code, faster code, and a smoother transisition between angles.
139 float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
141 if (60 <= camera_angle_diff) { // use new angles
142 old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
143 } else { // use old angles
144 camera_angle.y = old_camera_angle.y;
148 //unlocking this allows the camera to look up and down. this also allows a top-down view.
149 if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_UNLOCK)) {
155 LOG_TRACE(vtos(camera_position));
156 LOG_TRACE(vtos(old_camera_angle));
157 LOG_TRACE(vtos(camera_angle));
160 freeze_org = getpropertyvec(VF_ORIGIN);
161 freeze_ang = getpropertyvec(VF_ANGLES);
162 setproperty(VF_ORIGIN, camera_position);
163 setproperty(VF_ANGLES, camera_angle);
166 return; // if spectating, don't replace angles or inputs!
168 if (have_sidescroll) {
169 vector view_angle = view.angles;
170 if (!(viewloc_ent.spawnflags & VIEWLOC_FREEAIM)) {
171 vector avatar_facing_dir;
172 // get the player's forward-facing direction, based on positions a and b
173 if (0 == input_movevalues.y) {
174 avatar_facing_dir = view_angle; // default to the previous values
175 } else if (0 > input_movevalues.y) { // left is forward
176 avatar_facing_dir = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
177 } else { // right is forward
178 avatar_facing_dir = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
180 view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis
182 // if (0 == input_movevalues.x) look straight ahead
183 if (!(viewloc_ent.spawnflags & VIEWLOC_FREEMOVE)) {
184 if (0 > input_movevalues.x) { // look up
186 } else if (0 < input_movevalues.x) { // look down
191 vector mpos = CursorToWorldCoord(viewloc_mousepos);
192 mpos.x = view.origin.x; // replace the cursor's x position with the player's
193 view_angle = aim_vec(view.origin + view.view_ofs, mpos); // get new angles
195 view.angles_y = view_angle.y;
196 setproperty(VF_CL_VIEWANGLES, view_angle);
201 STATIC_INIT_LATE(viewloc_cursor)
203 // fix the mouse position on init so it isn't in the corner
204 viewloc_mousepos = '0.5 0 0' * autocvar_vid_conwidth + '0 0.5 0' * autocvar_vid_conheight;