]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/viewloc.qc
GlobalSound: fix `cl_forceplayermodels 1` using default voices when observing
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / viewloc.qc
index 60a25330635ed89b32311e7ee065a924d5bccddf..e992c4ddaa6a2c4b4da2df9900d7ed2182e0a446 100644 (file)
@@ -1,7 +1,6 @@
 #include "util.qh"
 
 #if defined(CSQC)
-       #include "../dpdefs/csprogsdefs.qh"
     #include "../client/defs.qh"
     #include "constants.qh"
 #elif defined(MENUQC)
@@ -11,7 +10,7 @@
 
 // client movement
 void viewloc_PlayerPhysics()
-{
+{SELFPARAM();
        if(self.viewloc)
        {
                vector oldmovement = self.movement;
@@ -29,9 +28,9 @@ void viewloc_PlayerPhysics()
                backward = vectoangles(normalize(level_start - level_end));
 
                if(self.movement_x < 0) // left
-                       self.angles = backward;
+                       self.angles_y = backward_y;
                if(self.movement_x > 0) // right
-                       self.angles = forward;
+                       self.angles_y = forward_y;
 
                if(oldmovement_x > 0)
 #ifdef CSQC
@@ -58,7 +57,7 @@ void viewloc_PlayerPhysics()
 #ifdef CSQC
 
 void viewloc_SetTags()
-{
+{SELFPARAM();
        if(self.viewloc && wasfreed(self.viewloc))
                self.viewloc = world;
 
@@ -83,7 +82,7 @@ void viewloc_SetViewLocation()
                position_a = view.viewloc.enemy.origin;
                position_b = view.viewloc.goalentity.origin;
 
-#if 0          
+#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
                */
@@ -97,22 +96,22 @@ void viewloc_SetViewLocation()
 
                camera_angle = '0 0 0';
 
-               // a tracking camera follows the player when it leaves the world box 
+               // a tracking camera follows the player when it leaves the world box
                if (cvar("cam_track")) {
                        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")){
                        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")){
-                       
+
                        // 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.
@@ -124,31 +123,31 @@ void viewloc_SetViewLocation()
                        else
                                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 0
-               dprint(vtos(camera_position), "\n");
-               dprint(vtos(old_camera_angle), "\n");
-               dprint(vtos(camera_angle), "\n");
+               LOG_TRACE(vtos(camera_position), "\n");
+               LOG_TRACE(vtos(old_camera_angle), "\n");
+               LOG_TRACE(vtos(camera_angle), "\n");
 #endif
 
                freeze_org = getpropertyvec(VF_ORIGIN);
                freeze_ang = getpropertyvec(VF_ANGLES);
                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(input_movevalues_y < 0) // left
-                       view.angles = backward;
+                       view.angles_y = backward_y;
                if(input_movevalues_y > 0) // favour right
-                       view.angles = forward;
+                       view.angles_y = forward_y;
 
                setproperty(VF_CL_VIEWANGLES, view.angles);
        }