+#include "viewloc.qh"
#include "util.qh"
#if defined(CSQC)
}
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);
//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;
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);
}
//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);