4 #include "../client/defs.qh"
5 #include "constants.qh"
8 #include "../server/defs.qh"
12 void viewloc_PlayerPhysics(entity this)
16 vector old_movement = this.movement;
17 this.movement_x = old_movement_y;
20 if(this.movement_x < 0)
21 this.movement_x = -this.movement_x;
23 vector level_start, level_end;
24 level_start = this.viewloc.enemy.origin;
25 level_end = this.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(this.movement_x < 0) // left
31 this.angles_y = backward_y;
32 if(this.movement_x > 0) // right
33 this.angles_y = forward_y;
35 if(old_movement_x > 0)
39 this.v_angle_x = this.angles_x = -50;
40 else if(old_movement_x < 0)
44 this.v_angle_x = this.angles_x = 50;
46 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
48 //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
49 if (old_movement.x < 0)
50 PHYS_INPUT_BUTTON_CROUCH(this) = true;
52 if (old_movement.x < 0)
54 input_buttons |= BIT(4);
55 this.flags |= FL_DUCKED;
57 //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
64 void viewloc_SetTags(entity this)
66 if(this.viewloc && wasfreed(this.viewloc))
69 if(this.viewloc.entnum != this.tag_networkviewloc)
70 if(this.tag_networkviewloc == 0)
73 this.viewloc = findfloat(world, entnum, this.tag_networkviewloc);
76 vector old_camera_angle = '0 0 0';
77 void viewloc_SetViewLocation()
79 entity view = CSQCModel_server2csqc(player_localentnum - 1);
81 //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
82 if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
84 vector position_a, position_b, camera_position, camera_angle, forward, backward;
87 position_a = view.viewloc.enemy.origin;
88 position_b = view.viewloc.goalentity.origin;
91 /*TODO: have the camera only move when a player moves too much from the center of the camera
92 * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
94 if (cvar("cam_box")) {
95 camera_position = vec_bounds_in(view.origin, position_a, position_b);
99 camera_position = vec_bounds_in(view.origin, position_a, position_b);
102 camera_angle = '0 0 0';
104 // a tracking camera follows the player when it leaves the world box
105 if (cvar("cam_track")) {
106 camera_angle = aim_vec (camera_position, view.origin);
109 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
110 if (cvar("cam_snap_hard")){
111 camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
114 // tries to avoid snapping unless it *really* needs to
115 if (cvar("cam_snap_close")){
117 // like hard snap, but don't snap angles yet.
118 camera_angle = aim_vec(camera_position, view.origin);
120 /* if the difference between the old and new angle is 60 degrees or more, switch angles.
121 * NOTE: bug/feature: this will use non-snaped angles for one frame.
122 * doing this resualts in less code, faster code, and a smoother transisition between angles.
124 float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y);
126 if ( camera_angle_diff >= 60)
127 old_camera_angle_y = angle_snap_f(camera_angle_y, 90);
129 camera_angle_y = old_camera_angle_y;
132 //unlocking this allows the camera to look up and down. this also allows a top-down view.
133 if (!cvar("cam_snap_unlock")) {
139 LOG_TRACE(vtos(camera_position), "\n");
140 LOG_TRACE(vtos(old_camera_angle), "\n");
141 LOG_TRACE(vtos(camera_angle), "\n");
144 freeze_org = getpropertyvec(VF_ORIGIN);
145 freeze_ang = getpropertyvec(VF_ANGLES);
146 setproperty(VF_ORIGIN, camera_position);
147 setproperty(VF_ANGLES, camera_angle);
149 forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
150 backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
152 if(input_movevalues_y < 0) // left
153 view.angles_y = backward_y;
154 if(input_movevalues_y > 0) // favour right
155 view.angles_y = forward_y;
157 setproperty(VF_CL_VIEWANGLES, view.angles);