X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fviewloc.qc;h=d6d7d9facfb2edc3f7f32c39138119723a47f5b0;hb=65b54b5967f0a152ff308a37196a583e816c1f72;hp=4b6a6997a4c86a800b5c9a3692d7193a8375ec7e;hpb=af71335a8e418edc55126a63aa65afd9353f413c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index 4b6a6997a..d6d7d9fac 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -1,3 +1,4 @@ +#include "viewloc.qh" #include "util.qh" #if defined(CSQC) @@ -13,12 +14,15 @@ void viewloc_PlayerPhysics(entity this) { 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; + + if(PHYS_CS(this).movement_x < 0) + PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; vector level_start, level_end; level_start = this.viewloc.enemy.origin; @@ -27,9 +31,9 @@ void viewloc_PlayerPhysics(entity this) forward = vectoangles(normalize(level_end - level_start)); backward = vectoangles(normalize(level_start - level_end)); - if(this.movement_x < 0) // left + if(PHYS_CS(this).movement_x < 0) // left this.angles_y = backward_y; - if(this.movement_x > 0) // right + if(PHYS_CS(this).movement_x > 0) // right this.angles_y = forward_y; if(old_movement_x > 0) @@ -74,6 +78,10 @@ void viewloc_SetTags(entity this) } 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); @@ -81,7 +89,8 @@ void viewloc_SetViewLocation() //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; @@ -99,20 +108,18 @@ void viewloc_SetViewLocation() 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); @@ -130,7 +137,7 @@ void viewloc_SetViewLocation() } //unlocking this allows the camera to look up and down. this also allows a top-down view. - if (!cvar("cam_snap_unlock")) { + if (!autocvar_cam_snap_unlock) { camera_angle_x = 0; camera_angle_z = 0; } @@ -146,15 +153,18 @@ void viewloc_SetViewLocation() 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(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); + } } }