+#include "viewloc.qh"
#include "util.qh"
#if defined(CSQC)
{
if(this.viewloc)
{
- vector oldmovement = this.movement;
- this.movement_x = oldmovement_y;
+ if(this.viewloc.goalentity == this.viewloc.enemy)
+ return; // we can't side-scroll in this case
+
+ vector old_movement = this.movement;
+ this.movement_x = old_movement_y;
this.movement_y = 0;
if(this.movement_x < 0)
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
//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;
#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);
//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;
+ 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;
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 || !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 (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);
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(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(input_movevalues_y < 0) // left
- view.angles_y = backward_y;
- if(input_movevalues_y > 0) // favour right
- view.angles_y = forward_y;
+ 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);
+ }
}
}