X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=38a925198a7b59abbecc26f14a8aebd39571ddfb;hb=2d8a70399fec0a44f3671096b261c3fc9f53f2ad;hp=d6d7d9facfb2edc3f7f32c39138119723a47f5b0;hpb=46682a49ba71f1664e5625fe2d9c3be5e95db901;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index d6d7d9fac..38a925198 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -21,31 +21,38 @@ void viewloc_PlayerPhysics(entity this) PHYS_CS(this).movement_x = old_movement_y; PHYS_CS(this).movement_y = 0; - if(PHYS_CS(this).movement_x < 0) - PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; - vector level_start, level_end; 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(PHYS_CS(this).movement_x < 0) // left - this.angles_y = backward_y; - if(PHYS_CS(this).movement_x > 0) // right - this.angles_y = forward_y; + vector forward = vectoangles(normalize(level_end - level_start)); + vector backward = vectoangles(normalize(level_start - level_end)); - if(old_movement_x > 0) -#ifdef CSQC - input_angles_x = -#endif - this.v_angle_x = this.angles_x = -50; - else if(old_movement_x < 0) -#ifdef CSQC - input_angles_x = -#endif - this.v_angle_x = this.angles_x = 50; + if(this.viewloc.spawnflags & VIEWLOC_FREEAIM) + { + if(this.angles_y > 0) + PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; + } + else + { + if(PHYS_CS(this).movement_x < 0) + PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; + + if(PHYS_CS(this).movement_x < 0) // left + this.angles_y = backward.y; + if(PHYS_CS(this).movement_x > 0) // right + this.angles_y = forward.y; + + if(old_movement_x > 0) + #ifdef CSQC + input_angles_x = + #endif + this.v_angle_x = this.angles_x = -50; + else if(old_movement_x < 0) + #ifdef CSQC + input_angles_x = + #endif + this.v_angle_x = this.angles_x = 50; + } //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this)) #ifdef SVQC @@ -77,6 +84,14 @@ void viewloc_SetTags(entity this) this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc); } +vector CursorToWorldCoord(vector mpos) +{ + vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane + vector wfar = cs_unproject(vec3(mpos.x, mpos.y, max_shot_distance)); // determine the world coordinate for the mouse cursor upon the far clip plane, with an outrageously large value as a workaround for dp. + traceline(wnear, wfar, MOVE_NOMONSTERS, NULL); + return trace_endpos; +} + vector old_camera_angle = '0 0 0'; bool autocvar_cam_snap_close; bool autocvar_cam_track; @@ -128,18 +143,18 @@ void viewloc_SetViewLocation() * 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. */ - float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y); + float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y); if ( camera_angle_diff >= 60) - old_camera_angle_y = angle_snap_f(camera_angle_y, 90); + old_camera_angle.y = angle_snap_f(camera_angle.y, 90); else - camera_angle_y = old_camera_angle_y; + 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 (!autocvar_cam_snap_unlock) { - camera_angle_x = 0; - camera_angle_z = 0; + camera_angle.x = 0; + camera_angle.z = 0; } #if 0 @@ -158,12 +173,23 @@ void viewloc_SetViewLocation() 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 - view.angles_y = forward.y; + if(!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) + { + if(input_movevalues_y < 0) // left + view.angles_y = backward.y; + if(input_movevalues_y > 0) // favour right + view.angles_y = forward.y; - setproperty(VF_CL_VIEWANGLES, view.angles); + setproperty(VF_CL_VIEWANGLES, view.angles); + } + else + { + //vector fpos = view.origin + view.view_ofs + forward * max_shot_distance; + //vector bpos = view.origin + view.view_ofs + backward * max_shot_distance; + vector mpos = CursorToWorldCoord(viewloc_mousepos); + //vector pos_bounds = vec_bounds_in(mpos, fpos, bpos); + setproperty(VF_CL_VIEWANGLES, aim_vec(view.origin + view.view_ofs, vec3(view.origin_x + view.view_ofs_x, mpos.y, mpos.z))); + } } } }