X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=92e739542eaa20b9642a665bbe8329928764fdaf;hp=11dab52a30e6651d99cbf3b4527edebfea00226b;hb=HEAD;hpb=13e8382b4bd9c0de8bcfd2a96f56e638ba5d431d diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index 11dab52a30..92e739542e 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -1,12 +1,12 @@ #include "viewloc.qh" -#include "util.qh" #if defined(CSQC) - #include "../client/defs.qh" - #include "constants.qh" + #include + #include #elif defined(MENUQC) #elif defined(SVQC) - #include "../server/defs.qh" + #include + #include #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) { @@ -167,15 +179,17 @@ 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); mpos.x = view.origin.x; // replace the cursor's x position with the player's - view_angle = aim_vec(view.origin, mpos); // get new angles + view_angle = aim_vec(view.origin + view.view_ofs, mpos); // get new angles } view.angles_y = view_angle.y; setproperty(VF_CL_VIEWANGLES, view_angle); @@ -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