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;
46 //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
48 //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
49 if (old_movement.x < 0)
50 PHYS_INPUT_BUTTON_CROUCH(this) = true;
52 if (old_movement.x < 0)
54 input_buttons |= BIT(4);
55 this.flags |= FL_DUCKED;
57 //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
64 void viewloc_SetTags(entity this)
66 if(this.viewloc && wasfreed(this.viewloc))
69 if(this.viewloc.entnum != this.tag_networkviewloc)
70 if(this.tag_networkviewloc == 0)
73 this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
76 vector CursorToWorldCoord(vector mpos)
78 vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
79 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.
80 traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
84 vector old_camera_angle = '0 0 0';
85 bool autocvar_cam_snap_close;
86 bool autocvar_cam_track;
87 bool autocvar_cam_snap_hard;
88 bool autocvar_cam_snap_unlock;
89 bool autocvar_cam_useangle = true;
90 void viewloc_SetViewLocation()
92 entity view = CSQCModel_server2csqc(player_localentnum - 1);
94 //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
95 if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
97 bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
98 vector position_a = view.viewloc.enemy.origin;
99 vector position_b = view.viewloc.goalentity.origin;
100 vector camera_angle = '0 0 0';
101 vector camera_position;
103 /*TODO: have the camera only move when a player moves too much from the center of the camera
104 * basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */
105 camera_position = vec_bounds_in(view.origin, position_a, position_b);
107 // use camera's angle when possible
108 if (autocvar_cam_useangle) {
109 camera_angle = view.viewloc.enemy.movedir;
112 // a tracking camera follows the player when it leaves the world box
113 if (autocvar_cam_track || !have_sidescroll) {
114 camera_angle = aim_vec (camera_position, view.origin);
117 // hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
118 if (autocvar_cam_snap_hard) {
119 camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
122 // tries to avoid snapping unless it *really* needs to
123 if (autocvar_cam_snap_close) {
124 // like hard snap, but don't snap angles yet.
125 camera_angle = aim_vec(camera_position, view.origin);
127 /* if the difference between the old and new angle is 60 degrees or more, switch angles.
128 * NOTE: bug/feature: this will use non-snaped angles for one frame.
129 * doing this results in less code, faster code, and a smoother transisition between angles.
131 float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
133 if (60 <= camera_angle_diff) { // use new angles
134 old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
135 } else { // use old angles
136 camera_angle.y = old_camera_angle.y;
140 //unlocking this allows the camera to look up and down. this also allows a top-down view.
141 if (!autocvar_cam_snap_unlock) {
147 LOG_TRACE(vtos(camera_position));
148 LOG_TRACE(vtos(old_camera_angle));
149 LOG_TRACE(vtos(camera_angle));
152 freeze_org = getpropertyvec(VF_ORIGIN);
153 freeze_ang = getpropertyvec(VF_ANGLES);
154 setproperty(VF_ORIGIN, camera_position);
155 setproperty(VF_ANGLES, camera_angle);
158 return; // if spectating, don't replace angles or inputs!
160 if (have_sidescroll) {
161 vector view_angle = view.angles;
162 if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) {
163 vector avatar_facing_dir;
164 // get the player's forward-facing direction, based on positions a and b
165 if (0 == input_movevalues.y) {
166 avatar_facing_dir = view_angle; // default to the previous values
167 } else if (0 > input_movevalues.y) { // left is forward
168 avatar_facing_dir = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
169 } else { // right is forward
170 avatar_facing_dir = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
172 view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis
174 // if (0 == input_movevalues.x) look straight ahead
175 if (0 > input_movevalues.x) { // look up
177 } else if (0 < input_movevalues.x) { // look down
181 vector mpos = CursorToWorldCoord(viewloc_mousepos);
182 mpos.x = view.origin.x; // replace the cursor's x position with the player's
183 view_angle = aim_vec(view.origin + view.view_ofs, mpos); // get new angles
185 view.angles_y = view_angle.y;
186 setproperty(VF_CL_VIEWANGLES, view_angle);