X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=300aed4fc7f99a36b1367a90e09a991cbb2fc6b9;hb=34e7f534e2015466228eb3a78c9857741b736dca;hp=f67bbc88796122b20d5d9c0bcf40a2ef10647cde;hpb=10c0be8573ea4ab40c24c4a4267f445e00b63857;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index f67bbc887..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) @@ -45,9 +46,9 @@ void viewloc_PlayerPhysics(entity this) //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this)) #ifdef SVQC - //this.BUTTON_CROUCH = (old_movement_x < 0); + //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0); if (old_movement.x < 0) - this.BUTTON_CROUCH = true; + PHYS_INPUT_BUTTON_CROUCH(this) = true; #elif defined(CSQC) if (old_movement.x < 0) { @@ -64,16 +65,20 @@ void viewloc_PlayerPhysics(entity this) void viewloc_SetTags(entity this) { if(this.viewloc && wasfreed(this.viewloc)) - this.viewloc = world; + this.viewloc = NULL; if(this.viewloc.entnum != this.tag_networkviewloc) if(this.tag_networkviewloc == 0) - this.viewloc = world; + this.viewloc = NULL; else - this.viewloc = findfloat(world, entnum, this.tag_networkviewloc); + this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc); } 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); @@ -130,15 +133,15 @@ 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; } #if 0 - LOG_TRACE(vtos(camera_position), "\n"); - LOG_TRACE(vtos(old_camera_angle), "\n"); - LOG_TRACE(vtos(camera_angle), "\n"); + LOG_TRACE(vtos(camera_position)); + LOG_TRACE(vtos(old_camera_angle)); + LOG_TRACE(vtos(camera_angle)); #endif freeze_org = getpropertyvec(VF_ORIGIN);