]> 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 ebcdc05c600218caab48bbbaa02a0f3567a96848..300aed4fc7f99a36b1367a90e09a991cbb2fc6b9 100644 (file)
@@ -1,7 +1,7 @@
+#include "viewloc.qh"
 #include "util.qh"
 
 #if defined(CSQC)
-       #include "../dpdefs/csprogsdefs.qh"
     #include "../client/defs.qh"
     #include "constants.qh"
 #elif defined(MENUQC)
 #endif
 
 // client movement
-void viewloc_PlayerPhysics()
+void viewloc_PlayerPhysics(entity this)
 {
-       if(self.viewloc)
+       if(this.viewloc)
        {
-               vector oldmovement = self.movement;
-               self.movement_x = oldmovement_y;
-               self.movement_y = 0;
+               vector old_movement = this.movement;
+               this.movement_x = old_movement_y;
+               this.movement_y = 0;
 
-               if(self.movement_x < 0)
-                       self.movement_x = -self.movement_x;
+               if(this.movement_x < 0)
+                       this.movement_x = -this.movement_x;
 
                vector level_start, level_end;
-               level_start = self.viewloc.enemy.origin;
-               level_end = self.viewloc.goalentity.origin;
+               level_start = this.viewloc.enemy.origin;
+               level_end = this.viewloc.goalentity.origin;
                vector forward, backward;
                forward = vectoangles(normalize(level_end - level_start));
                backward = vectoangles(normalize(level_start - level_end));
 
-               if(self.movement_x < 0) // left
-                       self.angles_y = backward_y;
-               if(self.movement_x > 0) // right
-                       self.angles_y = forward_y;
+               if(this.movement_x < 0) // left
+                       this.angles_y = backward_y;
+               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
-                       self.v_angle_x = self.angles_x = -50;
-               else if(oldmovement_x < 0)
+                       this.v_angle_x = this.angles_x = -50;
+               else if(old_movement_x < 0)
 #ifdef CSQC
                        input_angles_x =
 #endif
-                       self.v_angle_x = self.angles_x = 50;
+                       this.v_angle_x = this.angles_x = 50;
 
-               //if(!PHYS_INPUT_BUTTON_CROUCH(self) && !IS_DUCKED(self))
+               //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
 #ifdef SVQC
-                       //self.BUTTON_CROUCH = (oldmovement_x < 0);
-                       if(oldmovement_x < 0)
-                               self.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) { input_buttons |= 16; self.flags |= FL_DUCKED; } //else { input_buttons &= ~16; self.flags &= ~FL_DUCKED; }
+                       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()
+void viewloc_SetTags(entity this)
 {
-       if(self.viewloc && wasfreed(self.viewloc))
-               self.viewloc = world;
+       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);
-       if(!view) { return; }
+       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)
        {
-               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;
                position_b = view.viewloc.goalentity.origin;
 
-#if 0          
+#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
                */
@@ -95,24 +104,22 @@ 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")) {
+               // a tracking camera follows the player when it leaves the world box
+               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);
-                       
+
                        /* 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.
@@ -124,27 +131,27 @@ void viewloc_SetViewLocation()
                        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 (!cvar("cam_snap_unlock")) {
+               if (!autocvar_cam_snap_unlock) {
                        camera_angle_x = 0;
                        camera_angle_z = 0;
                }
-               
+
 #if 0
-               dprint(vtos(camera_position), "\n");
-               dprint(vtos(old_camera_angle), "\n");
-               dprint(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);
                freeze_ang = getpropertyvec(VF_ANGLES);
                setproperty(VF_ORIGIN, camera_position);
                setproperty(VF_ANGLES, camera_angle);
-               
+
                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(input_movevalues_y < 0) // left
                        view.angles_y = backward_y;
                if(input_movevalues_y > 0) // favour right