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=f2dab7bfd22cd7c8620f3b69e7c10d9f37ece242;hb=HEAD;hpb=ee01b4572b78bf2f8b185b00fef162a518bf7c9d diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index f2dab7bfd2..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 +19,7 @@ void viewloc_PlayerPhysics(entity this) vector old_movement = PHYS_CS(this).movement; PHYS_CS(this).movement_x = old_movement_y; - if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !(time < this.ladder_time)) + if((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && !this.ladder_entity) PHYS_CS(this).movement_y = old_movement_x; else PHYS_CS(this).movement_y = 0; @@ -30,7 +30,7 @@ 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 && !(time < this.ladder_time)) + 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) @@ -48,7 +48,7 @@ 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)) { @@ -65,6 +65,7 @@ void viewloc_PlayerPhysics(entity this) //else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; } #endif } + #endif } } @@ -76,10 +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) @@ -91,21 +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; -bool autocvar_cam_useangle = true; 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; @@ -114,22 +112,22 @@ void viewloc_SetViewLocation() camera_position = vec_bounds_in(view.origin, position_a, position_b); // use camera's angle when possible - if (autocvar_cam_useangle) { - camera_angle = view.viewloc.enemy.movedir; + 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); @@ -147,7 +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; } @@ -168,7 +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) { @@ -181,7 +179,7 @@ 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 (!(view.viewloc.spawnflags & VIEWLOC_FREEMOVE)) { + 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