diff --git a/engine/code/cgame/cg_view.c b/engine/code/cgame/cg_view.c index a9bef586..060557c8 100644 --- a/engine/code/cgame/cg_view.c +++ b/engine/code/cgame/cg_view.c @@ -758,8 +758,6 @@ static int CG_CalcViewValues( void ) { } /* TBB - minimap view setup - for now just make it copy the rear view cvar, - eventually change this to the minimap cvar todo: make the viewpoint as high as possible, and not following player movement may have to set new standard in level design @@ -767,41 +765,36 @@ static int CG_CalcViewValues( void ) { */ if( cg_drawMMap.integer ) { + vec3_t angles; vec3_t temp[3]; //temporary viewaxis 3x3 matrix //vec3_t tempvec; //temporary vector - AnglesToAxis( ps->viewangles, cg.mmapRefdef.viewaxis ); - /* - //this should render the 3person mouse view (not car viewpoint) - cg.mmapRefdef.viewaxis[PITCH][0] = SHORT2ANGLE(ps->damagePitch); - cg.mmapRefdef.viewaxis[YAW][1] = SHORT2ANGLE(ps->damageYaw); - cg.mmapRefdef.viewaxis[ROLL][2] = 0; - VectorNormalize( cg.mmapRefdef.viewaxis );*/ - - //AxisClear( temp ); +#if 1 + // Use car yaw to rotate map. + angles[ROLL] = 0; + angles[PITCH] = 0; + angles[YAW] = ps->viewangles[YAW]; +#else + // Use third-person mouse view (not car viewpoint) + angles[ROLL] = 0; + angles[PITCH] = 0; // SHORT2ANGLE(ps->damagePitch); + angles[YAW] = SHORT2ANGLE(ps->damageYaw); +#endif + + AnglesToAxis( angles, cg.mmapRefdef.viewaxis ); + + // Make top face screen. AxisCopy( cg.mmapRefdef.viewaxis, temp ); - //this will render the car's viewpoint (not 3person mouseview) - temp[2][0] = cg.mmapRefdef.viewaxis[0][0]; temp[2][1] = cg.mmapRefdef.viewaxis[0][1]; temp[2][2] = cg.mmapRefdef.viewaxis[0][2]; - + temp[0][0] = -cg.mmapRefdef.viewaxis[2][0]; temp[0][1] = -cg.mmapRefdef.viewaxis[2][1]; temp[0][2] = -cg.mmapRefdef.viewaxis[2][2]; - - //temp[1][0] = 0; - //temp[1][1] = 1; - //temp[1][2] = 0; - //temp[PITCH][0] = (ps->damagePitch); - //temp[YAW][1] = (ps->damageYaw); - //temp[ROLL][2] = 0; - //VectorNormalize(temp); - // OR - //VectorSet( temp, SHORT2ANGLE(ps->damagePitch), SHORT2ANGLE(ps->damageYaw), 0); AxisCopy( temp, cg.mmapRefdef.viewaxis ); - + //VectorInverse( cg.mirrorRefdef.viewaxis[0] ); //VectorInverse( cg.mirrorRefdef.viewaxis[1] ); //VectorInverse( cg.mirrorRefdef.viewaxis[2] ); @@ -820,7 +813,7 @@ static int CG_CalcViewValues( void ) { //VectorClear( temp ); //temp[3] = 0, 0, 0; //temp[3][3] = { {1, 1, 0}, {0, 0, 0}, {0, 0, 1} } ; - + /* official cg.mmapRefdef.vieworg[0] = 0; // + : forward cg.mmapRefdef.vieworg[1] = 0; // + : left