4 #include "../client/defs.qh"
5 #include "constants.qh"
8 #include "../server/defs.qh"
12 void viewloc_PlayerPhysics()
16 vector oldmovement = self.movement;
17 self.movement_x = oldmovement_y;
20 if(self.movement_x < 0)
21 self.movement_x = -self.movement_x;
23 vector level_start, level_end;
24 level_start = self.viewloc.enemy.origin;
25 level_end = self.viewloc.goalentity.origin;
26 vector forward, backward;
27 forward = vectoangles(normalize(level_end - level_start));
28 backward = vectoangles(normalize(level_start - level_end));
30 if(self.movement_x < 0) // left
31 self.angles_y = backward_y;
32 if(self.movement_x > 0) // right
33 self.angles_y = forward_y;
39 self.v_angle_x = self.angles_x = -50;
40 else if(oldmovement_x < 0)
44 self.v_angle_x = self.angles_x = 50;
46 //if(!PHYS_INPUT_BUTTON_CROUCH(self) && !IS_DUCKED(self))
48 //self.BUTTON_CROUCH = (oldmovement_x < 0);
50 self.BUTTON_CROUCH = true;
52 if(oldmovement_x < 0) { input_buttons |= 16; self.flags |= FL_DUCKED; } //else { input_buttons &= ~16; self.flags &= ~FL_DUCKED; }
59 void viewloc_SetTags()
61 if(self.viewloc && wasfreed(self.viewloc))
64 if(self.viewloc.entnum != self.tag_networkviewloc)
65 if(self.tag_networkviewloc == 0)
68 self.viewloc = findfloat(world, entnum, self.tag_networkviewloc);
71 vector old_camera_angle = '0 0 0';
72 void viewloc_SetViewLocation()
74 entity view = CSQCModel_server2csqc(player_localentnum);
76 //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
77 if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
79 vector position_a, position_b, camera_position, camera_angle, forward, backward;
82 position_a = view.viewloc.enemy.origin;
83 position_b = view.viewloc.goalentity.origin;
86 /*TODO: have the camera only move when a player moves too much from the center of the camera
87 * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
89 if (cvar("cam_box")) {
90 camera_position = vec_bounds_in(view.origin, position_a, position_b);
94 camera_position = vec_bounds_in(view.origin, position_a, position_b);
97 camera_angle = '0 0 0';
99 // a tracking camera follows the player when it leaves the world box
100 if (cvar("cam_track")) {
101 camera_angle = aim_vec (camera_position, view.origin);
104 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
105 if (cvar("cam_snap_hard")){
106 camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
109 // tries to avoid snapping unless it *really* needs to
110 if (cvar("cam_snap_close")){
112 // like hard snap, but don't snap angles yet.
113 camera_angle = aim_vec(camera_position, view.origin);
115 /* if the difference between the old and new angle is 60 degrees or more, switch angles.
116 * NOTE: bug/feature: this will use non-snaped angles for one frame.
117 * doing this resualts in less code, faster code, and a smoother transisition between angles.
119 float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y);
121 if ( camera_angle_diff >= 60)
122 old_camera_angle_y = angle_snap_f(camera_angle_y, 90);
124 camera_angle_y = old_camera_angle_y;
127 //unlocking this allows the camera to look up and down. this also allows a top-down view.
128 if (!cvar("cam_snap_unlock")) {
134 LOG_TRACE(vtos(camera_position), "\n");
135 LOG_TRACE(vtos(old_camera_angle), "\n");
136 LOG_TRACE(vtos(camera_angle), "\n");
139 freeze_org = getpropertyvec(VF_ORIGIN);
140 freeze_ang = getpropertyvec(VF_ANGLES);
141 setproperty(VF_ORIGIN, camera_position);
142 setproperty(VF_ANGLES, camera_angle);
144 forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
145 backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
147 if(input_movevalues_y < 0) // left
148 view.angles_y = backward_y;
149 if(input_movevalues_y > 0) // favour right
150 view.angles_y = forward_y;
152 setproperty(VF_CL_VIEWANGLES, view.angles);