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) && !(time < this.ladder_time))
+ 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;
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))
+ PHYS_CS(this).movement_y = -PHYS_CS(this).movement_y;
+
if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
{
if(this.angles_y > 0)
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)
}
//else { input_buttons &= ~16; this.flags &= ~FL_DUCKED; }
#endif
+ }
+ #endif
}
}
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)
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);
* 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 (autocvar_cam_useangle) {
+ camera_angle = view.viewloc.enemy.movedir;
+ }
// a tracking camera follows the player when it leaves the world box
if (autocvar_cam_track || !have_sidescroll) {
/* 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);
setproperty(VF_ORIGIN, camera_position);
setproperty(VF_ANGLES, camera_angle);
+ if(spectatee_status)
+ return; // if spectating, don't replace angles or inputs!
+
if (have_sidescroll) {
vector view_angle = view.angles;
if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) {
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 (!(view.viewloc.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);
}
}
+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