]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/viewloc.qc
Merge branch 'master' into Mario/race_target_waypoint
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / viewloc.qc
index 7d6a3818e0ee8fd5024587e37107569a92db7306..90da2662facda4b54627b3a6f64cfee608c53bb2 100644 (file)
@@ -14,6 +14,9 @@ void viewloc_PlayerPhysics(entity this)
 {
        if(this.viewloc)
        {
+               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;
@@ -75,6 +78,10 @@ void viewloc_SetTags(entity this)
 }
 
 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);
@@ -82,7 +89,8 @@ 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;
+               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;
@@ -100,20 +108,18 @@ 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 || !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);
@@ -131,7 +137,7 @@ 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;
                }
@@ -147,15 +153,18 @@ void viewloc_SetViewLocation()
                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);
+               }
        }
 }