seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead"
seta cl_eventchase_distance 140 "final camera distance"
seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant"
+seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox"
+seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox"
+seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera"
//nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining
set teamplay_lockonrestart 0 "it set to 1 in a team-based game, the teams are locked once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)"
if(spectatee_status >= 0 && (autocvar_cl_eventchase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || intermission)
{
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
- vector current_view_origin = getpropertyvec(VF_ORIGIN);
+ vector current_view_origin = ((csqcplayer ? csqcplayer.origin : pmove_org) + autocvar_cl_eventchase_viewoffset);
// We must enable chase_active to get a third person view (weapon viewmodel hidden and own player model showing).
// Ideally, there should be another way to enable third person cameras, such as through setproperty()
- if(!autocvar_chase_active)
- cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
+ // -1 enables chase_active while marking it as set by this code, and not by the user (which would be 1)
+ if(!autocvar_chase_active) { cvar_set("chase_active", "-1"); }
// make the camera smooth back
if(autocvar_cl_eventchase_speed && eventchase_current_distance < autocvar_cl_eventchase_distance)
else if(eventchase_current_distance != autocvar_cl_eventchase_distance)
eventchase_current_distance = autocvar_cl_eventchase_distance;
- vector eventchase_target_origin;
makevectors(view_angles);
- // pass 1, used to check where the camera would go and obtain the trace_fraction
- eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance;
- WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
- // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera from going through walls
- // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
- eventchase_target_origin = current_view_origin - v_forward * eventchase_current_distance * (trace_fraction - 0.1);
- WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
-
- setproperty(VF_ORIGIN, trace_endpos);
+
+ vector eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+ WarpZone_TraceBox(current_view_origin, autocvar_cl_eventchase_mins, autocvar_cl_eventchase_maxs, eventchase_target_origin, MOVE_WORLDONLY, self);
+
+ // If the boxtrace fails, revert back to line tracing.
+ if(trace_startsolid)
+ {
+ eventchase_target_origin = (current_view_origin - (v_forward * eventchase_current_distance));
+ WarpZone_TraceLine(current_view_origin, eventchase_target_origin, MOVE_WORLDONLY, self);
+ setproperty(VF_ORIGIN, (trace_endpos - (v_forward * autocvar_cl_eventchase_mins_z)));
+ }
+ else { setproperty(VF_ORIGIN, trace_endpos); }
+
setproperty(VF_ANGLES, WarpZone_TransformVAngles(WarpZone_trace_transform, view_angles));
}
else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code