#include "util.qh"
#if defined(CSQC)
- #include "../dpdefs/csprogsdefs.qh"
#include "../client/defs.qh"
#include "constants.qh"
#elif defined(MENUQC)
#endif
// client movement
-void viewloc_PlayerPhysics()
+void viewloc_PlayerPhysics(entity this)
{
- if(self.viewloc)
+ if(this.viewloc)
{
- vector oldmovement = self.movement;
- self.movement_x = oldmovement_y;
- self.movement_y = 0;
+ vector old_movement = this.movement;
+ this.movement_x = old_movement_y;
+ this.movement_y = 0;
- if(self.movement_x < 0)
- self.movement_x = -self.movement_x;
+ if(this.movement_x < 0)
+ this.movement_x = -this.movement_x;
vector level_start, level_end;
- level_start = self.viewloc.enemy.origin;
- level_end = self.viewloc.goalentity.origin;
+ level_start = this.viewloc.enemy.origin;
+ level_end = this.viewloc.goalentity.origin;
vector forward, backward;
forward = vectoangles(normalize(level_end - level_start));
backward = vectoangles(normalize(level_start - level_end));
- if(self.movement_x < 0) // left
- self.angles_y = backward_y;
- if(self.movement_x > 0) // right
- self.angles_y = forward_y;
+ if(this.movement_x < 0) // left
+ this.angles_y = backward_y;
+ if(this.movement_x > 0) // right
+ this.angles_y = forward_y;
- if(oldmovement_x > 0)
+ if(old_movement_x > 0)
#ifdef CSQC
input_angles_x =
#endif
- self.v_angle_x = self.angles_x = -50;
- else if(oldmovement_x < 0)
+ this.v_angle_x = this.angles_x = -50;
+ else if(old_movement_x < 0)
#ifdef CSQC
input_angles_x =
#endif
- self.v_angle_x = self.angles_x = 50;
+ this.v_angle_x = this.angles_x = 50;
- //if(!PHYS_INPUT_BUTTON_CROUCH(self) && !IS_DUCKED(self))
+ //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
#ifdef SVQC
- //self.BUTTON_CROUCH = (oldmovement_x < 0);
- if(oldmovement_x < 0)
- self.BUTTON_CROUCH = true;
+ //this.BUTTON_CROUCH = (old_movement_x < 0);
+ if (old_movement.x < 0)
+ this.BUTTON_CROUCH = true;
#elif defined(CSQC)
- if(oldmovement_x < 0) { input_buttons |= 16; self.flags |= FL_DUCKED; } //else { input_buttons &= ~16; self.flags &= ~FL_DUCKED; }
+ if (old_movement.x < 0)
+ {
+ input_buttons |= BIT(4);
+ this.flags |= FL_DUCKED;
+ }
+ //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
#endif
}
}
#ifdef CSQC
-void viewloc_SetTags()
+void viewloc_SetTags(entity this)
{
- if(self.viewloc && wasfreed(self.viewloc))
- self.viewloc = world;
+ if(this.viewloc && wasfreed(this.viewloc))
+ this.viewloc = world;
- if(self.viewloc.entnum != self.tag_networkviewloc)
- if(self.tag_networkviewloc == 0)
- self.viewloc = world;
+ if(this.viewloc.entnum != this.tag_networkviewloc)
+ if(this.tag_networkviewloc == 0)
+ this.viewloc = world;
else
- self.viewloc = findfloat(world, entnum, self.tag_networkviewloc);
+ this.viewloc = findfloat(world, entnum, this.tag_networkviewloc);
}
vector old_camera_angle = '0 0 0';
void viewloc_SetViewLocation()
{
- entity view = CSQCModel_server2csqc(player_localentnum);
- if(!view) { return; }
+ entity view = CSQCModel_server2csqc(player_localentnum - 1);
+ if (!view) return;
//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
if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
{
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