X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=300aed4fc7f99a36b1367a90e09a991cbb2fc6b9;hb=34e7f534e2015466228eb3a78c9857741b736dca;hp=4b6a6997a4c86a800b5c9a3692d7193a8375ec7e;hpb=3e21073f2bd7f282947bc1f214b3ec25d69ccae0;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index 4b6a6997a..300aed4fc 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -1,3 +1,4 @@ +#include "viewloc.qh" #include "util.qh" #if defined(CSQC) @@ -74,6 +75,10 @@ void viewloc_SetTags(entity this) } vector old_camera_angle = '0 0 0'; +bool autocvar_cam_snap_close; +bool autocvar_cam_track; +bool autocvar_cam_snap_hard; +bool autocvar_cam_snap_unlock; void viewloc_SetViewLocation() { entity view = CSQCModel_server2csqc(player_localentnum - 1); @@ -81,7 +86,7 @@ void viewloc_SetViewLocation() //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) { - vector position_a, position_b, camera_position, camera_angle, forward, backward; + vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward; //vector scratch; position_a = view.viewloc.enemy.origin; @@ -99,20 +104,18 @@ void viewloc_SetViewLocation() camera_position = vec_bounds_in(view.origin, position_a, position_b); - camera_angle = '0 0 0'; - // a tracking camera follows the player when it leaves the world box - if (cvar("cam_track")) { + if (autocvar_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")){ + if (autocvar_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")){ + if (autocvar_cam_snap_close){ // like hard snap, but don't snap angles yet. camera_angle = aim_vec(camera_position, view.origin); @@ -130,7 +133,7 @@ void viewloc_SetViewLocation() } //unlocking this allows the camera to look up and down. this also allows a top-down view. - if (!cvar("cam_snap_unlock")) { + if (!autocvar_cam_snap_unlock) { camera_angle_x = 0; camera_angle_z = 0; }