+#include "viewloc.qh"
#include "util.qh"
#if defined(CSQC)
{
if(this.viewloc)
{
- vector old_movement = this.movement;
- this.movement_x = old_movement_y;
- this.movement_y = 0;
+ if(this.viewloc.goalentity == this.viewloc.enemy)
+ return; // we can't side-scroll in this case
- if(this.movement_x < 0)
- this.movement_x = -this.movement_x;
+ vector old_movement = PHYS_CS(this).movement;
+ PHYS_CS(this).movement_x = old_movement_y;
+ PHYS_CS(this).movement_y = 0;
vector level_start, level_end;
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));
+ vector forward = vectoangles(normalize(level_end - level_start));
+ vector backward = vectoangles(normalize(level_start - level_end));
- if(this.movement_x < 0) // left
- this.angles_y = backward_y;
- if(this.movement_x > 0) // right
- this.angles_y = forward_y;
-
- if(old_movement_x > 0)
-#ifdef CSQC
- input_angles_x =
-#endif
- this.v_angle_x = this.angles_x = -50;
- else if(old_movement_x < 0)
-#ifdef CSQC
- input_angles_x =
-#endif
- this.v_angle_x = this.angles_x = 50;
+ if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
+ {
+ if(this.angles_y > 0)
+ PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
+ }
+ else
+ {
+ if(PHYS_CS(this).movement_x < 0)
+ PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
+
+ if(PHYS_CS(this).movement_x < 0) // left
+ this.angles_y = backward.y;
+ if(PHYS_CS(this).movement_x > 0) // right
+ this.angles_y = forward.y;
+
+ if(old_movement_x > 0)
+ #ifdef CSQC
+ input_angles_x =
+ #endif
+ this.v_angle_x = this.angles_x = -50;
+ else if(old_movement_x < 0)
+ #ifdef CSQC
+ input_angles_x =
+ #endif
+ this.v_angle_x = this.angles_x = 50;
+ }
//if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
#ifdef SVQC
this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
}
+vector CursorToWorldCoord(vector mpos)
+{
+ vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
+ vector wfar = cs_unproject(vec3(mpos.x, mpos.y, max_shot_distance)); // determine the world coordinate for the mouse cursor upon the far clip plane, with an outrageously large value as a workaround for dp.
+ traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
+ return trace_endpos;
+}
+
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);
//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;
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);
* 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.
*/
- float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y);
+ float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
if ( camera_angle_diff >= 60)
- old_camera_angle_y = angle_snap_f(camera_angle_y, 90);
+ old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
else
- camera_angle_y = old_camera_angle_y;
+ 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")) {
- camera_angle_x = 0;
- camera_angle_z = 0;
+ if (!autocvar_cam_snap_unlock) {
+ camera_angle.x = 0;
+ camera_angle.z = 0;
}
#if 0
- LOG_TRACE(vtos(camera_position), "\n");
- LOG_TRACE(vtos(old_camera_angle), "\n");
- LOG_TRACE(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);
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(!(view.viewloc.spawnflags & VIEWLOC_FREEAIM))
+ {
+ 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);
+ }
+ else
+ {
+ //vector fpos = view.origin + view.view_ofs + forward * max_shot_distance;
+ //vector bpos = view.origin + view.view_ofs + backward * max_shot_distance;
+ vector mpos = CursorToWorldCoord(viewloc_mousepos);
+ //vector pos_bounds = vec_bounds_in(mpos, fpos, bpos);
+ setproperty(VF_CL_VIEWANGLES, aim_vec(view.origin + view.view_ofs, vec3(view.origin_x + view.view_ofs_x, mpos.y, mpos.z)));
+ }
+ }
}
}