vector old_movement = PHYS_CS(this).movement;
PHYS_CS(this).movement_x = old_movement_y;
- PHYS_CS(this).movement_y = 0;
-
- if(PHYS_CS(this).movement_x < 0)
- PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
+ 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;
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(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((this.viewloc.spawnflags & VIEWLOC_FREEMOVE) && this.angles_y < 0 && !(time < this.ladder_time))
+ PHYS_CS(this).movement_y = -PHYS_CS(this).movement_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 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)
+{
+ 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_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.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
{
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;
+ vector position_a = view.viewloc.enemy.origin;
+ vector position_b = view.viewloc.goalentity.origin;
+ vector camera_angle = '0 0 0';
+ vector camera_position;
-#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
- */
- if (cvar("cam_box")) {
- camera_position = vec_bounds_in(view.origin, position_a, position_b);
- }
- else
-#endif
- camera_position = vec_bounds_in(view.origin, position_a, position_b);
+ * 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) {
}
// hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
- if (autocvar_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 (autocvar_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.
+ * 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);
+ 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);
- else
- camera_angle_y = old_camera_angle_y;
+ if (60 <= camera_angle_diff) { // use new angles
+ old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
+ } else { // use old angles
+ 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 (!autocvar_cam_snap_unlock) {
- camera_angle_x = 0;
- camera_angle_z = 0;
+ camera_angle.x = 0;
+ camera_angle.z = 0;
}
#if 0
setproperty(VF_ORIGIN, camera_position);
setproperty(VF_ANGLES, camera_angle);
- 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);
+ 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)) {
+ vector avatar_facing_dir;
+ // get the player's forward-facing direction, based on positions a and b
+ if (0 == input_movevalues.y) {
+ avatar_facing_dir = view_angle; // default to the previous values
+ } else if (0 > input_movevalues.y) { // left is forward
+ avatar_facing_dir = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
+ } else { // right is forward
+ avatar_facing_dir = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
+ }
+ 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 (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 + 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