X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=90da2662facda4b54627b3a6f64cfee608c53bb2;hp=ebcdc05c600218caab48bbbaa02a0f3567a96848;hb=905ec2fbd2b610eeb2591cdddbf71ce24b7bb3ab;hpb=9d70c2cf2df86034802dc0490c8a860a6b45d1f8 diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index ebcdc05c6..90da2662f 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -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) @@ -10,80 +10,93 @@ #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; + if(this.viewloc.goalentity == this.viewloc.enemy) + return; // we can't side-scroll in this case - if(self.movement_x < 0) - self.movement_x = -self.movement_x; + vector old_movement = this.movement; + this.movement_x = old_movement_y; + this.movement_y = 0; + + 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; + 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; 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 +108,22 @@ 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 || !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); - + /* 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. @@ -124,33 +135,36 @@ 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 - view.angles_y = forward_y; - - setproperty(VF_CL_VIEWANGLES, view.angles); + + 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; + + setproperty(VF_CL_VIEWANGLES, view.angles); + } } }