#include "viewloc.qh" #include "util.qh" #if defined(CSQC) #include "../client/defs.qh" #include "constants.qh" #elif defined(MENUQC) #elif defined(SVQC) #include "../server/defs.qh" #endif // client movement void viewloc_PlayerPhysics(entity this) { if(this.viewloc) { if(this.viewloc.goalentity == this.viewloc.enemy) return; // we can't side-scroll in this case vector old_movement = PHYS_CS(this).movement; PHYS_CS(this).movement_x = old_movement_y; PHYS_CS(this).movement_y = 0; vector level_start, level_end; level_start = this.viewloc.enemy.origin; level_end = this.viewloc.goalentity.origin; vector forward = vectoangles(normalize(level_end - level_start)); vector backward = vectoangles(normalize(level_start - level_end)); 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 //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0); if (old_movement.x < 0) PHYS_INPUT_BUTTON_CROUCH(this) = true; #elif defined(CSQC) if (old_movement.x < 0) { input_buttons |= BIT(4); this.flags |= FL_DUCKED; } //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; } #endif } } #ifdef CSQC void viewloc_SetTags(entity this) { if(this.viewloc && wasfreed(this.viewloc)) this.viewloc = NULL; if(this.viewloc.entnum != this.tag_networkviewloc) if(this.tag_networkviewloc == 0) this.viewloc = NULL; else 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; bool autocvar_cam_snap_hard; bool autocvar_cam_snap_unlock; void viewloc_SetViewLocation() { entity view = CSQCModel_server2csqc(player_localentnum - 1); if (!view) return; //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) { bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity); vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward; //vector scratch; position_a = view.viewloc.enemy.origin; position_b = view.viewloc.goalentity.origin; #if 0 /*TODO: have the camera only move when a player moves too much from the center of the camera * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles */ if (cvar("cam_box")) { camera_position = vec_bounds_in(view.origin, position_a, position_b); } else #endif camera_position = vec_bounds_in(view.origin, position_a, position_b); // a tracking camera follows the player when it leaves the world box if (autocvar_cam_track || !have_sidescroll) { 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 (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 (autocvar_cam_snap_close){ // like hard snap, but don't snap angles yet. camera_angle = aim_vec(camera_position, view.origin); /* if the difference between the old and new angle is 60 degrees or more, switch angles. * 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); if ( camera_angle_diff >= 60) old_camera_angle.y = angle_snap_f(camera_angle.y, 90); else 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; } #if 0 LOG_TRACE(vtos(camera_position)); LOG_TRACE(vtos(old_camera_angle)); LOG_TRACE(vtos(camera_angle)); #endif freeze_org = getpropertyvec(VF_ORIGIN); freeze_ang = getpropertyvec(VF_ANGLES); setproperty(VF_ORIGIN, camera_position); setproperty(VF_ANGLES, camera_angle); if(have_sidescroll) { 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(!(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); } 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))); } } } } #endif