X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=0ad4d338218c07b4779c739a530385caf1b3ec8f;hb=25cff8f0259b8f09c5ee65796512efad8fad134a;hp=ebcdc05c600218caab48bbbaa02a0f3567a96848;hpb=3108bc8ea930e133184d3055677d706c7ecaa833;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index ebcdc05c6..0ad4d3382 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -1,7 +1,6 @@ #include "util.qh" #if defined(CSQC) - #include "../dpdefs/csprogsdefs.qh" #include "../client/defs.qh" #include "constants.qh" #elif defined(MENUQC) @@ -10,47 +9,52 @@ #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 oldmovement = this.movement; + this.movement_x = oldmovement_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) #ifdef CSQC input_angles_x = #endif - self.v_angle_x = self.angles_x = -50; + this.v_angle_x = this.angles_x = -50; else if(oldmovement_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 = (oldmovement_x < 0); + if (oldmovement.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 (oldmovement.x < 0) + { + input_buttons |= BIT(4); + this.flags |= FL_DUCKED; + } + //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; } #endif } } @@ -58,7 +62,7 @@ void viewloc_PlayerPhysics() #ifdef CSQC void viewloc_SetTags() -{ +{SELFPARAM(); if(self.viewloc && wasfreed(self.viewloc)) self.viewloc = world; @@ -72,8 +76,8 @@ void viewloc_SetTags() 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) { @@ -83,7 +87,7 @@ void viewloc_SetViewLocation() 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 */ @@ -97,22 +101,22 @@ void viewloc_SetViewLocation() 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. @@ -124,27 +128,27 @@ void viewloc_SetViewLocation() 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