]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/viewloc.qc
Merge branch 'master' into terencehill/bot_waypoints
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / viewloc.qc
index d6d7d9facfb2edc3f7f32c39138119723a47f5b0..38a925198a7b59abbecc26f14a8aebd39571ddfb 100644 (file)
@@ -21,31 +21,38 @@ void viewloc_PlayerPhysics(entity this)
                PHYS_CS(this).movement_x = old_movement_y;
                PHYS_CS(this).movement_y = 0;
 
-               if(PHYS_CS(this).movement_x < 0)
-                       PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
-
                vector level_start, level_end;
                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(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;
+               vector forward = vectoangles(normalize(level_end - level_start));
+               vector backward = vectoangles(normalize(level_start - level_end));
 
-               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(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
@@ -77,6 +84,14 @@ void viewloc_SetTags(entity this)
                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;
@@ -128,18 +143,18 @@ void viewloc_SetViewLocation()
                         * 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);
+                       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);
+                               old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
                        else
-                               camera_angle_y = old_camera_angle_y;
+                               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;
+                       camera_angle.x = 0;
+                       camera_angle.z = 0;
                }
 
 #if 0
@@ -158,12 +173,23 @@ void viewloc_SetViewLocation()
                        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
-                               view.angles_y = forward.y;
+                       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);
+                               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)));
+                       }
                }
        }
 }