float contentavgalpha, liquidalpha_prev;
vector liquidcolor_prev;
+float eventchase_current_distance;
+
float checkfail[16];
void CSQC_UpdateView(float w, float h)
CHECKFAIL_ASSERT(0, cvar_type, "\{100}\{105}\{118}\{48}\{95}\{101}\{118}\{97}\{100}\{101}", 0);
CHECKFAIL_ASSERT(1, cvar_type, "\{97}\{97}\{95}\{101}\{110}\{97}\{98}\{108}\{101}", 0);
CHECKFAIL_ASSERT(2, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{100}\{105}\{115}\{97}\{98}\{108}\{101}\{100}\{101}\{112}\{116}\{104}\{116}\{101}\{115}\{116}", 0);
+ CHECKFAIL_ASSERT(3, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{111}\{118}\{101}\{114}\{100}\{114}\{97}\{119}", 0);
+ CHECKFAIL_ASSERT(4, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{108}\{105}\{103}\{104}\{116}", 0);
+ CHECKFAIL_ASSERT(5, cvar, "\{114}\{95}\{115}\{104}\{111}\{119}\{115}\{104}\{97}\{100}\{111}\{119}\{118}\{111}\{108}\{117}\{109}\{101}\{115}", 0);
vf_size = R_SetView3fv(VF_SIZE);
vf_min = R_SetView3fv(VF_MIN);
input_angles = warpzone_fixview_cl_viewangles;
view_angles = warpzone_fixview_angles;
- if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0))
+ if(autocvar_cl_lockview || (autocvar__hud_configure && spectatee_status <= 0) || intermission > 1)
{
pmove_org = freeze_pmove_org;
input_angles = view_angles = freeze_input_angles;
freeze_pmove_org = pmove_org;
freeze_input_angles = input_angles;
+ // 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))
+ {
+ // 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()
+ if(!autocvar_chase_active)
+ cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
+
+ // make the camera smooth back
+ if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
+ eventchase_current_distance += autocvar_cl_eventchase_speed * (autocvar_cl_eventchase_distance - eventchase_current_distance) * frametime; // slow down the further we get
+ else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
+ eventchase_current_distance = autocvar_cl_eventchase_distance;
+
+ vector eventchase_target_origin;
+ makevectors(view_angles);
+ // pass 1, used to check where the camera would go and obtain the trace_fraction
+ eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance;
+
+ traceline(pmove_org, eventchase_target_origin, MOVE_WORLDONLY, self);
+ // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
+ // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
+ eventchase_target_origin = pmove_org - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
+
+ R_SetView(VF_ORIGIN, eventchase_target_origin);
+ }
+ else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
+ {
+ cvar_set("chase_active", "0");
+ eventchase_current_distance = 0; // start from 0 next time
+ }
+ }
+
// Render the Scene
- if(!intermission || !view_set)
+ if(!intermission || !view_set || (intermission && autocvar_cl_eventchase_intermission))
{
view_origin = pmove_org + vo;
view_angles = input_angles;