]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/viewloc.qc
Merge branch 'master' into Mirio/balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / viewloc.qc
index 0ad4d338218c07b4779c739a530385caf1b3ec8f..300aed4fc7f99a36b1367a90e09a991cbb2fc6b9 100644 (file)
@@ -1,3 +1,4 @@
+#include "viewloc.qh"
 #include "util.qh"
 
 #if defined(CSQC)
@@ -13,8 +14,8 @@ void viewloc_PlayerPhysics(entity this)
 {
        if(this.viewloc)
        {
-               vector oldmovement = this.movement;
-               this.movement_x = oldmovement_y;
+               vector old_movement = this.movement;
+               this.movement_x = old_movement_y;
                this.movement_y = 0;
 
                if(this.movement_x < 0)
@@ -32,12 +33,12 @@ void viewloc_PlayerPhysics(entity this)
                if(this.movement_x > 0) // right
                        this.angles_y = forward_y;
 
-               if(oldmovement_x > 0)
+               if(old_movement_x > 0)
 #ifdef CSQC
                        input_angles_x =
 #endif
                        this.v_angle_x = this.angles_x = -50;
-               else if(oldmovement_x < 0)
+               else if(old_movement_x < 0)
 #ifdef CSQC
                        input_angles_x =
 #endif
@@ -45,11 +46,11 @@ void viewloc_PlayerPhysics(entity this)
 
                //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
 #ifdef SVQC
-                       //this.BUTTON_CROUCH = (oldmovement_x < 0);
-                       if (oldmovement.x < 0)
-                               this.BUTTON_CROUCH = true;
+                       //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
+                       if (old_movement.x < 0)
+                               PHYS_INPUT_BUTTON_CROUCH(this) = true;
 #elif defined(CSQC)
-                       if (oldmovement.x < 0)
+                       if (old_movement.x < 0)
                        {
                                input_buttons |= BIT(4);
                                this.flags |= FL_DUCKED;
@@ -61,19 +62,23 @@ void viewloc_PlayerPhysics(entity this)
 
 #ifdef CSQC
 
-void viewloc_SetTags()
-{SELFPARAM();
-       if(self.viewloc && wasfreed(self.viewloc))
-               self.viewloc = world;
+void viewloc_SetTags(entity this)
+{
+       if(this.viewloc && wasfreed(this.viewloc))
+               this.viewloc = NULL;
 
-       if(self.viewloc.entnum != self.tag_networkviewloc)
-       if(self.tag_networkviewloc == 0)
-               self.viewloc = world;
+       if(this.viewloc.entnum != this.tag_networkviewloc)
+       if(this.tag_networkviewloc == 0)
+               this.viewloc = NULL;
        else
-               self.viewloc = findfloat(world, entnum, self.tag_networkviewloc);
+               this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
 }
 
 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);
@@ -81,7 +86,7 @@ void viewloc_SetViewLocation()
        //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)
        {
-               vector position_a, position_b, camera_position, camera_angle, forward, backward;
+               vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward;
                //vector scratch;
 
                position_a = view.viewloc.enemy.origin;
@@ -99,20 +104,18 @@ void viewloc_SetViewLocation()
                        camera_position = vec_bounds_in(view.origin, position_a, position_b);
 
 
-               camera_angle = '0 0 0';
-
                // a tracking camera follows the player when it leaves the world box
-               if (cvar("cam_track")) {
+               if (autocvar_cam_track) {
                        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 (cvar("cam_snap_hard")){
+               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 (cvar("cam_snap_close")){
+               if (autocvar_cam_snap_close){
 
                        // like hard snap, but don't snap angles yet.
                        camera_angle = aim_vec(camera_position, view.origin);
@@ -130,15 +133,15 @@ void viewloc_SetViewLocation()
                }
 
                //unlocking this allows the camera to look up and down. this also allows a top-down view.
-               if (!cvar("cam_snap_unlock")) {
+               if (!autocvar_cam_snap_unlock) {
                        camera_angle_x = 0;
                        camera_angle_z = 0;
                }
 
 #if 0
-               LOG_TRACE(vtos(camera_position), "\n");
-               LOG_TRACE(vtos(old_camera_angle), "\n");
-               LOG_TRACE(vtos(camera_angle), "\n");
+               LOG_TRACE(vtos(camera_position));
+               LOG_TRACE(vtos(old_camera_angle));
+               LOG_TRACE(vtos(camera_angle));
 #endif
 
                freeze_org = getpropertyvec(VF_ORIGIN);