I was getting the camera stuck in too many walls..
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@464 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -152,6 +152,9 @@ trace_t Cam_DoTrace(vec3_t vec1, vec3_t vec2)
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return PM_PlayerTrace(pmove.origin, vec2);
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return PM_PlayerTrace(pmove.origin, vec2);
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}
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}
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extern vec3_t player_mins;
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extern vec3_t player_maxs;
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// Returns distance or 9999 if invalid for some reason
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// Returns distance or 9999 if invalid for some reason
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static float Cam_TryFlyby(player_state_t *self, player_state_t *player, vec3_t vec, qboolean checkvis)
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static float Cam_TryFlyby(player_state_t *self, player_state_t *player, vec3_t vec, qboolean checkvis)
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{
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{
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@ -159,6 +162,11 @@ static float Cam_TryFlyby(player_state_t *self, player_state_t *player, vec3_t v
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trace_t trace;
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trace_t trace;
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float len;
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float len;
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player_mins[0] = player_mins[1] = -16;
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player_mins[2] = -24;
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player_maxs[0] = player_maxs[1] = 16;
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player_maxs[2] = 32;
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vectoangles(vec, v);
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vectoangles(vec, v);
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// v[0] = -v[0];
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// v[0] = -v[0];
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VectorCopy (v, pmove.angles);
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VectorCopy (v, pmove.angles);
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