5 #include "../client/defs.qh"
6 #include "constants.qh"
9 #include "../server/defs.qh"
13 void viewloc_PlayerPhysics(entity this)
17 if(this.viewloc.goalentity == this.viewloc.enemy)
18 return; // we can't side-scroll in this case
20 vector old_movement = PHYS_CS(this).movement;
21 PHYS_CS(this).movement_x = old_movement_y;
22 PHYS_CS(this).movement_y = 0;
24 vector level_start, level_end;
25 level_start = this.viewloc.enemy.origin;
26 level_end = this.viewloc.goalentity.origin;
27 vector forward = vectoangles(normalize(level_end - level_start));
28 vector backward = vectoangles(normalize(level_start - level_end));
30 if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
33 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
37 if(PHYS_CS(this).movement_x < 0)
38 PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
40 if(PHYS_CS(this).movement_x < 0) // left
41 this.angles_y = backward.y;
42 if(PHYS_CS(this).movement_x > 0) // right
43 this.angles_y = forward.y;
45 if(old_movement_x > 0)
49 this.v_angle_x = this.angles_x = -50;
50 else if(old_movement_x < 0)
54 this.v_angle_x = this.angles_x = 50;
57 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
59 //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
60 if (old_movement.x < 0)
61 PHYS_INPUT_BUTTON_CROUCH(this) = true;
63 if (old_movement.x < 0)
65 input_buttons |= BIT(4);
66 this.flags |= FL_DUCKED;
68 //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
75 void viewloc_SetTags(entity this)
77 if(this.viewloc && wasfreed(this.viewloc))
80 if(this.viewloc.entnum != this.tag_networkviewloc)
81 if(this.tag_networkviewloc == 0)
84 this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
87 vector CursorToWorldCoord(vector mpos)
89 vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
90 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.
91 traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
95 vector old_camera_angle = '0 0 0';
96 bool autocvar_cam_snap_close;
97 bool autocvar_cam_track;
98 bool autocvar_cam_snap_hard;
99 bool autocvar_cam_snap_unlock;
100 void viewloc_SetViewLocation()
102 entity view = CSQCModel_server2csqc(player_localentnum - 1);
104 //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
105 if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
107 bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
108 vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward;
111 position_a = view.viewloc.enemy.origin;
112 position_b = view.viewloc.goalentity.origin;
115 /*TODO: have the camera only move when a player moves too much from the center of the camera
116 * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
118 if (cvar("cam_box")) {
119 camera_position = vec_bounds_in(view.origin, position_a, position_b);
123 camera_position = vec_bounds_in(view.origin, position_a, position_b);
126 // a tracking camera follows the player when it leaves the world box
127 if (autocvar_cam_track || !have_sidescroll) {
128 camera_angle = aim_vec (camera_position, view.origin);
131 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
132 if (autocvar_cam_snap_hard){
133 camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
136 // tries to avoid snapping unless it *really* needs to
137 if (autocvar_cam_snap_close){
139 // like hard snap, but don't snap angles yet.
140 camera_angle = aim_vec(camera_position, view.origin);
142 /* if the difference between the old and new angle is 60 degrees or more, switch angles.
143 * NOTE: bug/feature: this will use non-snaped angles for one frame.
144 * doing this resualts in less code, faster code, and a smoother transisition between angles.
146 float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
148 if ( camera_angle_diff >= 60)
149 old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
151 camera_angle.y = old_camera_angle.y;
154 //unlocking this allows the camera to look up and down. this also allows a top-down view.
155 if (!autocvar_cam_snap_unlock) {
161 LOG_TRACE(vtos(camera_position));
162 LOG_TRACE(vtos(old_camera_angle));
163 LOG_TRACE(vtos(camera_angle));
166 freeze_org = getpropertyvec(VF_ORIGIN);
167 freeze_ang = getpropertyvec(VF_ANGLES);
168 setproperty(VF_ORIGIN, camera_position);
169 setproperty(VF_ANGLES, camera_angle);
173 forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
174 backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
176 if(!(view.viewloc.spawnflags & VIEWLOC_FREEAIM))
178 if(input_movevalues_y < 0) // left
179 view.angles_y = backward.y;
180 if(input_movevalues_y > 0) // favour right
181 view.angles_y = forward.y;
183 setproperty(VF_CL_VIEWANGLES, view.angles);
187 //vector fpos = view.origin + view.view_ofs + forward * max_shot_distance;
188 //vector bpos = view.origin + view.view_ofs + backward * max_shot_distance;
189 vector mpos = CursorToWorldCoord(viewloc_mousepos);
190 //vector pos_bounds = vec_bounds_in(mpos, fpos, bpos);
191 setproperty(VF_CL_VIEWANGLES, aim_vec(view.origin + view.view_ofs, vec3(view.origin_x + view.view_ofs_x, mpos.y, mpos.z)));