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631 lines
16 KiB
C++
631 lines
16 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include "hud.h"
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#include "cl_util.h"
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#include "camera.h"
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#include "kbutton.h"
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#include "cvardef.h"
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#include "usercmd.h"
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#include "const.h"
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#include "camera.h"
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#include "in_defs.h"
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#include "Exports.h"
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#include "SDL2/SDL_mouse.h"
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#include "port.h"
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float CL_KeyState (kbutton_t *key);
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extern cl_enginefunc_t gEngfuncs;
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//-------------------------------------------------- Constants
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#define CAM_DIST_DELTA 1.0
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#define CAM_ANGLE_DELTA 2.5
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#define CAM_ANGLE_SPEED 2.5
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#define CAM_MIN_DIST 30.0
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#define CAM_ANGLE_MOVE .5
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#define MAX_ANGLE_DIFF 10.0
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#define PITCH_MAX 90.0
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#define PITCH_MIN 0
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#define YAW_MAX 135.0
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#define YAW_MIN -135.0
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enum ECAM_Command
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{
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CAM_COMMAND_NONE = 0,
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CAM_COMMAND_TOTHIRDPERSON = 1,
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CAM_COMMAND_TOFIRSTPERSON = 2
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};
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//-------------------------------------------------- Global Variables
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cvar_t *cam_command;
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cvar_t *cam_snapto;
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cvar_t *cam_idealyaw;
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cvar_t *cam_idealpitch;
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cvar_t *cam_idealdist;
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cvar_t *cam_contain;
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cvar_t *c_maxpitch;
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cvar_t *c_minpitch;
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cvar_t *c_maxyaw;
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cvar_t *c_minyaw;
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cvar_t *c_maxdistance;
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cvar_t *c_mindistance;
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// pitch, yaw, dist
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vec3_t cam_ofs;
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// In third person
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int cam_thirdperson;
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int cam_mousemove; //true if we are moving the cam with the mouse, False if not
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int iMouseInUse=0;
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int cam_distancemove;
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extern int mouse_x, mouse_y; //used to determine what the current x and y values are
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int cam_old_mouse_x, cam_old_mouse_y; //holds the last ticks mouse movement
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POINT cam_mouse;
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//-------------------------------------------------- Local Variables
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static kbutton_t cam_pitchup, cam_pitchdown, cam_yawleft, cam_yawright;
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static kbutton_t cam_in, cam_out, cam_move;
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//-------------------------------------------------- Prototypes
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void CAM_ToThirdPerson(void);
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void CAM_ToFirstPerson(void);
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void CAM_StartDistance(void);
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void CAM_EndDistance(void);
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void SDL_GetCursorPos( POINT *p )
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{
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gEngfuncs.GetMousePosition( (int *)&p->x, (int *)&p->y );
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// SDL_GetMouseState( (int *)&p->x, (int *)&p->y );
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}
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void SDL_SetCursorPos( const int x, const int y )
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{
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}
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//-------------------------------------------------- Local Functions
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float MoveToward( float cur, float goal, float maxspeed )
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{
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if( cur != goal )
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{
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if( fabs( cur - goal ) > 180.0 )
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{
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if( cur < goal )
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cur += 360.0;
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else
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cur -= 360.0;
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}
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if( cur < goal )
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{
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if( cur < goal - 1.0 )
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cur += ( goal - cur ) / 4.0;
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else
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cur = goal;
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}
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else
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{
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if( cur > goal + 1.0 )
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cur -= ( cur - goal ) / 4.0;
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else
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cur = goal;
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}
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}
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// bring cur back into range
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if( cur < 0 )
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cur += 360.0;
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else if( cur >= 360 )
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cur -= 360;
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return cur;
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}
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//-------------------------------------------------- Gobal Functions
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typedef struct
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{
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vec3_t boxmins, boxmaxs;// enclose the test object along entire move
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float *mins, *maxs; // size of the moving object
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vec3_t mins2, maxs2; // size when clipping against mosnters
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float *start, *end;
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trace_t trace;
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int type;
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edict_t *passedict;
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qboolean monsterclip;
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} moveclip_t;
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extern trace_t SV_ClipMoveToEntity (edict_t *ent, vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end);
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void CL_DLLEXPORT CAM_Think( void )
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{
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// RecClCamThink();
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vec3_t origin;
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vec3_t ext, pnt, camForward, camRight, camUp;
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moveclip_t clip;
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float dist;
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vec3_t camAngles;
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float flSensitivity;
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#ifdef LATER
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int i;
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#endif
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vec3_t viewangles;
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switch( (int) cam_command->value )
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{
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case CAM_COMMAND_TOTHIRDPERSON:
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CAM_ToThirdPerson();
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break;
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case CAM_COMMAND_TOFIRSTPERSON:
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CAM_ToFirstPerson();
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break;
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case CAM_COMMAND_NONE:
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default:
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break;
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}
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if( !cam_thirdperson )
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return;
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#ifdef LATER
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if ( cam_contain->value )
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{
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gEngfuncs.GetClientOrigin( origin );
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ext[0] = ext[1] = ext[2] = 0.0;
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}
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#endif
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camAngles[ PITCH ] = cam_idealpitch->value;
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camAngles[ YAW ] = cam_idealyaw->value;
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dist = cam_idealdist->value;
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//
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//movement of the camera with the mouse
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//
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if (cam_mousemove)
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{
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//get windows cursor position
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SDL_GetCursorPos (&cam_mouse);
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//check for X delta values and adjust accordingly
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//eventually adjust YAW based on amount of movement
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//don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera
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if (!cam_distancemove)
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{
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//keep the camera within certain limits around the player (ie avoid certain bad viewing angles)
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if (cam_mouse.x>gEngfuncs.GetWindowCenterX())
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{
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//if ((camAngles[YAW]>=225.0)||(camAngles[YAW]<135.0))
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if (camAngles[YAW]<c_maxyaw->value)
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{
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camAngles[ YAW ] += (CAM_ANGLE_MOVE)*((cam_mouse.x-gEngfuncs.GetWindowCenterX())/2);
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}
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if (camAngles[YAW]>c_maxyaw->value)
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{
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camAngles[YAW]=c_maxyaw->value;
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}
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}
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else if (cam_mouse.x<gEngfuncs.GetWindowCenterX())
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{
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//if ((camAngles[YAW]<=135.0)||(camAngles[YAW]>225.0))
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if (camAngles[YAW]>c_minyaw->value)
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{
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camAngles[ YAW ] -= (CAM_ANGLE_MOVE)* ((gEngfuncs.GetWindowCenterX()-cam_mouse.x)/2);
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}
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if (camAngles[YAW]<c_minyaw->value)
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{
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camAngles[YAW]=c_minyaw->value;
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}
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}
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//check for y delta values and adjust accordingly
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//eventually adjust PITCH based on amount of movement
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//also make sure camera is within bounds
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if (cam_mouse.y>gEngfuncs.GetWindowCenterY())
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{
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if(camAngles[PITCH]<c_maxpitch->value)
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{
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camAngles[PITCH] +=(CAM_ANGLE_MOVE)* ((cam_mouse.y-gEngfuncs.GetWindowCenterY())/2);
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}
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if (camAngles[PITCH]>c_maxpitch->value)
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{
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camAngles[PITCH]=c_maxpitch->value;
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}
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}
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else if (cam_mouse.y<gEngfuncs.GetWindowCenterY())
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{
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if (camAngles[PITCH]>c_minpitch->value)
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{
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camAngles[PITCH] -= (CAM_ANGLE_MOVE)*((gEngfuncs.GetWindowCenterY()-cam_mouse.y)/2);
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}
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if (camAngles[PITCH]<c_minpitch->value)
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{
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camAngles[PITCH]=c_minpitch->value;
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}
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}
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//set old mouse coordinates to current mouse coordinates
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//since we are done with the mouse
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if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 )
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{
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cam_old_mouse_x=cam_mouse.x*flSensitivity;
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cam_old_mouse_y=cam_mouse.y*flSensitivity;
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}
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else
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{
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cam_old_mouse_x=cam_mouse.x;
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cam_old_mouse_y=cam_mouse.y;
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}
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SDL_SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
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}
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}
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//Nathan code here
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if( CL_KeyState( &cam_pitchup ) )
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camAngles[ PITCH ] += CAM_ANGLE_DELTA;
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else if( CL_KeyState( &cam_pitchdown ) )
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camAngles[ PITCH ] -= CAM_ANGLE_DELTA;
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if( CL_KeyState( &cam_yawleft ) )
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camAngles[ YAW ] -= CAM_ANGLE_DELTA;
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else if( CL_KeyState( &cam_yawright ) )
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camAngles[ YAW ] += CAM_ANGLE_DELTA;
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if( CL_KeyState( &cam_in ) )
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{
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dist -= CAM_DIST_DELTA;
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if( dist < CAM_MIN_DIST )
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{
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// If we go back into first person, reset the angle
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camAngles[ PITCH ] = 0;
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camAngles[ YAW ] = 0;
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dist = CAM_MIN_DIST;
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}
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}
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else if( CL_KeyState( &cam_out ) )
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dist += CAM_DIST_DELTA;
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if (cam_distancemove)
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{
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if (cam_mouse.y>gEngfuncs.GetWindowCenterY())
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{
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if(dist<c_maxdistance->value)
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{
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dist +=CAM_DIST_DELTA * ((cam_mouse.y-gEngfuncs.GetWindowCenterY())/2);
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}
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if (dist>c_maxdistance->value)
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{
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dist=c_maxdistance->value;
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}
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}
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else if (cam_mouse.y<gEngfuncs.GetWindowCenterY())
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{
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if (dist>c_mindistance->value)
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{
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dist -= (CAM_DIST_DELTA)*((gEngfuncs.GetWindowCenterY()-cam_mouse.y)/2);
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}
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if (dist<c_mindistance->value)
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{
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dist=c_mindistance->value;
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}
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}
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//set old mouse coordinates to current mouse coordinates
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//since we are done with the mouse
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cam_old_mouse_x=cam_mouse.x*gHUD.GetSensitivity();
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cam_old_mouse_y=cam_mouse.y*gHUD.GetSensitivity();
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SDL_SetCursorPos (gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY());
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}
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#ifdef LATER
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if( cam_contain->value )
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{
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// check new ideal
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VectorCopy( origin, pnt );
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AngleVectors( camAngles, camForward, camRight, camUp );
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for (i=0 ; i<3 ; i++)
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pnt[i] += -dist*camForward[i];
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// check line from r_refdef.vieworg to pnt
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memset ( &clip, 0, sizeof ( moveclip_t ) );
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clip.trace = SV_ClipMoveToEntity( sv.edicts, r_refdef.vieworg, ext, ext, pnt );
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if( clip.trace.fraction == 1.0 )
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{
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// update ideal
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cam_idealpitch->value = camAngles[ PITCH ];
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cam_idealyaw->value = camAngles[ YAW ];
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cam_idealdist->value = dist;
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}
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}
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else
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#endif
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{
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// update ideal
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cam_idealpitch->value = camAngles[ PITCH ];
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cam_idealyaw->value = camAngles[ YAW ];
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cam_idealdist->value = dist;
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}
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// Move towards ideal
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VectorCopy( cam_ofs, camAngles );
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gEngfuncs.GetViewAngles( (float *)viewangles );
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if( cam_snapto->value )
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{
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camAngles[ YAW ] = cam_idealyaw->value + viewangles[ YAW ];
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camAngles[ PITCH ] = cam_idealpitch->value + viewangles[ PITCH ];
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camAngles[ 2 ] = cam_idealdist->value;
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}
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else
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{
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if( camAngles[ YAW ] - viewangles[ YAW ] != cam_idealyaw->value )
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camAngles[ YAW ] = MoveToward( camAngles[ YAW ], cam_idealyaw->value + viewangles[ YAW ], CAM_ANGLE_SPEED );
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if( camAngles[ PITCH ] - viewangles[ PITCH ] != cam_idealpitch->value )
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camAngles[ PITCH ] = MoveToward( camAngles[ PITCH ], cam_idealpitch->value + viewangles[ PITCH ], CAM_ANGLE_SPEED );
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if( fabs( camAngles[ 2 ] - cam_idealdist->value ) < 2.0 )
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camAngles[ 2 ] = cam_idealdist->value;
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else
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camAngles[ 2 ] += ( cam_idealdist->value - camAngles[ 2 ] ) / 4.0;
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}
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#ifdef LATER
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if( cam_contain->value )
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{
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// Test new position
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dist = camAngles[ ROLL ];
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camAngles[ ROLL ] = 0;
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VectorCopy( origin, pnt );
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AngleVectors( camAngles, camForward, camRight, camUp );
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for (i=0 ; i<3 ; i++)
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pnt[i] += -dist*camForward[i];
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// check line from r_refdef.vieworg to pnt
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memset ( &clip, 0, sizeof ( moveclip_t ) );
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ext[0] = ext[1] = ext[2] = 0.0;
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clip.trace = SV_ClipMoveToEntity( sv.edicts, r_refdef.vieworg, ext, ext, pnt );
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if( clip.trace.fraction != 1.0 )
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return;
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}
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#endif
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cam_ofs[ 0 ] = camAngles[ 0 ];
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cam_ofs[ 1 ] = camAngles[ 1 ];
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cam_ofs[ 2 ] = dist;
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}
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extern void KeyDown (kbutton_t *b); // HACK
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extern void KeyUp (kbutton_t *b); // HACK
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void CAM_PitchUpDown(void) { KeyDown( &cam_pitchup ); }
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void CAM_PitchUpUp(void) { KeyUp( &cam_pitchup ); }
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void CAM_PitchDownDown(void) { KeyDown( &cam_pitchdown ); }
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void CAM_PitchDownUp(void) { KeyUp( &cam_pitchdown ); }
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void CAM_YawLeftDown(void) { KeyDown( &cam_yawleft ); }
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void CAM_YawLeftUp(void) { KeyUp( &cam_yawleft ); }
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void CAM_YawRightDown(void) { KeyDown( &cam_yawright ); }
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void CAM_YawRightUp(void) { KeyUp( &cam_yawright ); }
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void CAM_InDown(void) { KeyDown( &cam_in ); }
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void CAM_InUp(void) { KeyUp( &cam_in ); }
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void CAM_OutDown(void) { KeyDown( &cam_out ); }
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void CAM_OutUp(void) { KeyUp( &cam_out ); }
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void CAM_ToThirdPerson(void)
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{
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vec3_t viewangles;
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#if !defined( _DEBUG )
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if ( gEngfuncs.GetMaxClients() > 1 )
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{
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// no thirdperson in multiplayer.
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return;
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}
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#endif
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gEngfuncs.GetViewAngles( (float *)viewangles );
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if( !cam_thirdperson )
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{
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cam_thirdperson = 1;
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cam_ofs[ YAW ] = viewangles[ YAW ];
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cam_ofs[ PITCH ] = viewangles[ PITCH ];
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cam_ofs[ 2 ] = CAM_MIN_DIST;
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}
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gEngfuncs.Cvar_SetValue( "cam_command", 0 );
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}
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void CAM_ToFirstPerson(void)
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{
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cam_thirdperson = 0;
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gEngfuncs.Cvar_SetValue( "cam_command", 0 );
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}
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void CAM_ToggleSnapto( void )
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{
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cam_snapto->value = !cam_snapto->value;
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}
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void CAM_Init( void )
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{
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gEngfuncs.pfnAddCommand( "+campitchup", CAM_PitchUpDown );
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gEngfuncs.pfnAddCommand( "-campitchup", CAM_PitchUpUp );
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gEngfuncs.pfnAddCommand( "+campitchdown", CAM_PitchDownDown );
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gEngfuncs.pfnAddCommand( "-campitchdown", CAM_PitchDownUp );
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gEngfuncs.pfnAddCommand( "+camyawleft", CAM_YawLeftDown );
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gEngfuncs.pfnAddCommand( "-camyawleft", CAM_YawLeftUp );
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gEngfuncs.pfnAddCommand( "+camyawright", CAM_YawRightDown );
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gEngfuncs.pfnAddCommand( "-camyawright", CAM_YawRightUp );
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gEngfuncs.pfnAddCommand( "+camin", CAM_InDown );
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gEngfuncs.pfnAddCommand( "-camin", CAM_InUp );
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gEngfuncs.pfnAddCommand( "+camout", CAM_OutDown );
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gEngfuncs.pfnAddCommand( "-camout", CAM_OutUp );
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gEngfuncs.pfnAddCommand( "thirdperson", CAM_ToThirdPerson );
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gEngfuncs.pfnAddCommand( "firstperson", CAM_ToFirstPerson );
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gEngfuncs.pfnAddCommand( "+cammousemove",CAM_StartMouseMove);
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gEngfuncs.pfnAddCommand( "-cammousemove",CAM_EndMouseMove);
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gEngfuncs.pfnAddCommand( "+camdistance", CAM_StartDistance );
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gEngfuncs.pfnAddCommand( "-camdistance", CAM_EndDistance );
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gEngfuncs.pfnAddCommand( "snapto", CAM_ToggleSnapto );
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cam_command = gEngfuncs.pfnRegisterVariable ( "cam_command", "0", 0 ); // tells camera to go to thirdperson
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cam_snapto = gEngfuncs.pfnRegisterVariable ( "cam_snapto", "0", 0 ); // snap to thirdperson view
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cam_idealyaw = gEngfuncs.pfnRegisterVariable ( "cam_idealyaw", "90", 0 ); // thirdperson yaw
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cam_idealpitch = gEngfuncs.pfnRegisterVariable ( "cam_idealpitch", "0", 0 ); // thirperson pitch
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cam_idealdist = gEngfuncs.pfnRegisterVariable ( "cam_idealdist", "64", 0 ); // thirdperson distance
|
|
cam_contain = gEngfuncs.pfnRegisterVariable ( "cam_contain", "0", 0 ); // contain camera to world
|
|
|
|
c_maxpitch = gEngfuncs.pfnRegisterVariable ( "c_maxpitch", "90.0", 0 );
|
|
c_minpitch = gEngfuncs.pfnRegisterVariable ( "c_minpitch", "0.0", 0 );
|
|
c_maxyaw = gEngfuncs.pfnRegisterVariable ( "c_maxyaw", "135.0", 0 );
|
|
c_minyaw = gEngfuncs.pfnRegisterVariable ( "c_minyaw", "-135.0", 0 );
|
|
c_maxdistance = gEngfuncs.pfnRegisterVariable ( "c_maxdistance", "200.0", 0 );
|
|
c_mindistance = gEngfuncs.pfnRegisterVariable ( "c_mindistance", "30.0", 0 );
|
|
}
|
|
|
|
void CAM_ClearStates( void )
|
|
{
|
|
vec3_t viewangles;
|
|
|
|
gEngfuncs.GetViewAngles( (float *)viewangles );
|
|
|
|
cam_pitchup.state = 0;
|
|
cam_pitchdown.state = 0;
|
|
cam_yawleft.state = 0;
|
|
cam_yawright.state = 0;
|
|
cam_in.state = 0;
|
|
cam_out.state = 0;
|
|
|
|
cam_thirdperson = 0;
|
|
cam_command->value = 0;
|
|
cam_mousemove=0;
|
|
|
|
cam_snapto->value = 0;
|
|
cam_distancemove = 0;
|
|
|
|
cam_ofs[ 0 ] = 0.0;
|
|
cam_ofs[ 1 ] = 0.0;
|
|
cam_ofs[ 2 ] = CAM_MIN_DIST;
|
|
|
|
cam_idealpitch->value = viewangles[ PITCH ];
|
|
cam_idealyaw->value = viewangles[ YAW ];
|
|
cam_idealdist->value = CAM_MIN_DIST;
|
|
}
|
|
|
|
void CAM_StartMouseMove(void)
|
|
{
|
|
float flSensitivity;
|
|
|
|
//only move the cam with mouse if we are in third person.
|
|
if (cam_thirdperson)
|
|
{
|
|
//set appropriate flags and initialize the old mouse position
|
|
//variables for mouse camera movement
|
|
if (!cam_mousemove)
|
|
{
|
|
cam_mousemove=1;
|
|
iMouseInUse=1;
|
|
SDL_GetCursorPos (&cam_mouse);
|
|
|
|
if ( ( flSensitivity = gHUD.GetSensitivity() ) != 0 )
|
|
{
|
|
cam_old_mouse_x=cam_mouse.x*flSensitivity;
|
|
cam_old_mouse_y=cam_mouse.y*flSensitivity;
|
|
}
|
|
else
|
|
{
|
|
cam_old_mouse_x=cam_mouse.x;
|
|
cam_old_mouse_y=cam_mouse.y;
|
|
}
|
|
}
|
|
}
|
|
//we are not in 3rd person view..therefore do not allow camera movement
|
|
else
|
|
{
|
|
cam_mousemove=0;
|
|
iMouseInUse=0;
|
|
}
|
|
}
|
|
|
|
//the key has been released for camera movement
|
|
//tell the engine that mouse camera movement is off
|
|
void CAM_EndMouseMove(void)
|
|
{
|
|
cam_mousemove=0;
|
|
iMouseInUse=0;
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------
|
|
//routines to start the process of moving the cam in or out
|
|
//using the mouse
|
|
//----------------------------------------------------------
|
|
void CAM_StartDistance(void)
|
|
{
|
|
//only move the cam with mouse if we are in third person.
|
|
if (cam_thirdperson)
|
|
{
|
|
//set appropriate flags and initialize the old mouse position
|
|
//variables for mouse camera movement
|
|
if (!cam_distancemove)
|
|
{
|
|
cam_distancemove=1;
|
|
cam_mousemove=1;
|
|
iMouseInUse=1;
|
|
SDL_GetCursorPos (&cam_mouse);
|
|
cam_old_mouse_x=cam_mouse.x*gHUD.GetSensitivity();
|
|
cam_old_mouse_y=cam_mouse.y*gHUD.GetSensitivity();
|
|
}
|
|
}
|
|
//we are not in 3rd person view..therefore do not allow camera movement
|
|
else
|
|
{
|
|
cam_distancemove=0;
|
|
cam_mousemove=0;
|
|
iMouseInUse=0;
|
|
}
|
|
}
|
|
|
|
//the key has been released for camera movement
|
|
//tell the engine that mouse camera movement is off
|
|
void CAM_EndDistance(void)
|
|
{
|
|
cam_distancemove=0;
|
|
cam_mousemove=0;
|
|
iMouseInUse=0;
|
|
}
|
|
|
|
int CL_DLLEXPORT CL_IsThirdPerson( void )
|
|
{
|
|
// RecClCL_IsThirdPerson();
|
|
|
|
return (cam_thirdperson ? 1 : 0) || (g_iUser1 && (g_iUser2 == gEngfuncs.GetLocalPlayer()->index) );
|
|
}
|
|
|
|
void CL_DLLEXPORT CL_CameraOffset( float *ofs )
|
|
{
|
|
// RecClCL_GetCameraOffsets(ofs);
|
|
|
|
VectorCopy( cam_ofs, ofs );
|
|
}
|