]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/viewloc.qc
Fix FL_WEAPON flag overlapping FL_JUMPRELEASED. This unintentional change was introdu...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / viewloc.qc
index fd7937b5208d7f9dbd2f9aa9afcb2f99bacd99ad..92e739542eaa20b9642a665bbe8329928764fdaf 100644 (file)
@@ -1,12 +1,12 @@
 #include "viewloc.qh"
-#include "util.qh"
 
 #if defined(CSQC)
-    #include "../client/defs.qh"
-    #include "constants.qh"
+       #include <common/util.qh>
+       #include <common/constants.qh>
 #elif defined(MENUQC)
 #elif defined(SVQC)
-       #include "../server/defs.qh"
+       #include <common/stats.qh>
+       #include <common/weapons/_all.qh>
 #endif
 
 // client movement
@@ -19,7 +19,10 @@ void viewloc_PlayerPhysics(entity this)
 
                vector old_movement = PHYS_CS(this).movement;
                PHYS_CS(this).movement_x = old_movement_y;
-               PHYS_CS(this).movement_y = 0;
+               if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !this.ladder_entity)
+                       PHYS_CS(this).movement_y = old_movement_x;
+               else
+                       PHYS_CS(this).movement_y = 0;
 
                vector level_start, level_end;
                level_start = this.viewloc.enemy.origin;
@@ -27,6 +30,9 @@ void viewloc_PlayerPhysics(entity this)
                vector forward = vectoangles(normalize(level_end - level_start));
                vector backward = vectoangles(normalize(level_start - level_end));
 
+               if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && this.angles_y < 0 && !this.ladder_entity)
+                       PHYS_CS(this).movement_y = -PHYS_CS(this).movement_y;
+
                if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
                {
                        if(this.angles_y > 0)
@@ -42,8 +48,10 @@ void viewloc_PlayerPhysics(entity this)
                        if(PHYS_CS(this).movement_x > 0) // right
                                this.angles_y = forward.y;
                }
-
+       #if 0
                //if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
+               if(!(this.viewloc.spawnflags & VIEWLOC_FREEMOVE))
+               {
 #ifdef SVQC
                        //PHYS_INPUT_BUTTON_CROUCH(this) = (old_movement_x < 0);
                        if (old_movement.x < 0)
@@ -56,6 +64,8 @@ void viewloc_PlayerPhysics(entity this)
                        }
                        //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
 #endif
+               }
+       #endif
        }
 }
 
@@ -67,10 +77,12 @@ void viewloc_SetTags(entity this)
                this.viewloc = NULL;
 
        if(this.viewloc.entnum != this.tag_networkviewloc)
-       if(this.tag_networkviewloc == 0)
-               this.viewloc = NULL;
-       else
-               this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
+       {
+               if(this.tag_networkviewloc == 0)
+                       this.viewloc = NULL;
+               else
+                       this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
+       }
 }
 
 vector CursorToWorldCoord(vector mpos)
@@ -82,20 +94,16 @@ vector CursorToWorldCoord(vector mpos)
 }
 
 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);
        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)
+       entity viewloc_ent = view.viewloc;
+       if(viewloc_ent && !wasfreed(viewloc_ent) && viewloc_ent.enemy && viewloc_ent.goalentity)
        {
-               bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
-               vector position_a = view.viewloc.enemy.origin;
-               vector position_b = view.viewloc.goalentity.origin;
+               bool have_sidescroll = (viewloc_ent.enemy != viewloc_ent.goalentity);
+               vector position_a = viewloc_ent.enemy.origin;
+               vector position_b = viewloc_ent.goalentity.origin;
                vector camera_angle = '0 0 0';
                vector camera_position;
 
@@ -103,25 +111,29 @@ void viewloc_SetViewLocation()
                 * basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */
                camera_position = vec_bounds_in(view.origin, position_a, position_b);
 
+               // use camera's angle when possible
+               if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_NOANGLE)) {
+                       camera_angle = viewloc_ent.enemy.movedir;
+               }
 
                // a tracking camera follows the player when it leaves the world box
-               if (autocvar_cam_track || !have_sidescroll) {
+               if ((viewloc_ent.spawnflags & VIEWLOC_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 (autocvar_cam_snap_hard) {
+               if (viewloc_ent.spawnflags & VIEWLOC_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 (autocvar_cam_snap_close) {
+               if (viewloc_ent.spawnflags & VIEWLOC_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.
+                        * doing this results 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);
 
@@ -133,7 +145,7 @@ void viewloc_SetViewLocation()
                }
 
                //unlocking this allows the camera to look up and down. this also allows a top-down view.
-               if (!autocvar_cam_snap_unlock) {
+               if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_UNLOCK)) {
                        camera_angle.x = 0;
                        camera_angle.z = 0;
                }
@@ -154,7 +166,7 @@ void viewloc_SetViewLocation()
 
                if (have_sidescroll) {
                        vector view_angle = view.angles;
-                       if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) {
+                       if (!(viewloc_ent.spawnflags & VIEWLOC_FREEAIM)) {
                                vector avatar_facing_dir;
                                // get the player's forward-facing direction, based on positions a and b
                                if (0 == input_movevalues.y) {
@@ -167,10 +179,12 @@ void viewloc_SetViewLocation()
                                view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis
 
                                // if (0 == input_movevalues.x) look straight ahead
-                               if (0 > input_movevalues.x) { // look up
-                                       view_angle.x = 50;
-                               } else if (0 < input_movevalues.x) { // look down
-                                       view_angle.x = -50;
+                               if (!(viewloc_ent.spawnflags & VIEWLOC_FREEMOVE)) {
+                                       if (0 > input_movevalues.x) { // look up
+                                               view_angle.x = 50;
+                                       } else if (0 < input_movevalues.x) { // look down
+                                               view_angle.x = -50;
+                                       }
                                }
                        } else {
                                vector mpos = CursorToWorldCoord(viewloc_mousepos);
@@ -183,4 +197,10 @@ void viewloc_SetViewLocation()
        }
 }
 
+STATIC_INIT_LATE(viewloc_cursor)
+{
+       // fix the mouse position on init so it isn't in the corner
+       viewloc_mousepos = '0.5 0 0' * autocvar_vid_conwidth + '0 0.5 0' * autocvar_vid_conheight;
+}
+
 #endif