mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-12-12 13:42:21 +00:00
bf5ad75554
rogue modpacks. * Moved game/ into game/baseq2
175 lines
4 KiB
C
175 lines
4 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "g_local.h"
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void UpdateChaseCam(edict_t *ent)
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{
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vec3_t o, ownerv, goal;
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edict_t *targ;
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vec3_t forward, right;
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trace_t trace;
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int i;
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vec3_t oldgoal;
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vec3_t angles;
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// is our chase target gone?
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if (!ent->client->chase_target->inuse
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|| ent->client->chase_target->client->resp.spectator) {
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edict_t *old = ent->client->chase_target;
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ChaseNext(ent);
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if (ent->client->chase_target == old) {
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ent->client->chase_target = NULL;
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ent->client->ps.pmove.pm_flags &= ~PMF_NO_PREDICTION;
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return;
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}
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}
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targ = ent->client->chase_target;
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VectorCopy(targ->s.origin, ownerv);
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VectorCopy(ent->s.origin, oldgoal);
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ownerv[2] += targ->viewheight;
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VectorCopy(targ->client->v_angle, angles);
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if (angles[PITCH] > 56)
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angles[PITCH] = 56;
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AngleVectors (angles, forward, right, NULL);
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VectorNormalize(forward);
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VectorMA(ownerv, -30, forward, o);
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if (o[2] < targ->s.origin[2] + 20)
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o[2] = targ->s.origin[2] + 20;
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// jump animation lifts
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if (!targ->groundentity)
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o[2] += 16;
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trace = gi.trace(ownerv, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
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VectorCopy(trace.endpos, goal);
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VectorMA(goal, 2, forward, goal);
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// pad for floors and ceilings
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VectorCopy(goal, o);
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o[2] += 6;
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trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
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if (trace.fraction < 1) {
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VectorCopy(trace.endpos, goal);
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goal[2] -= 6;
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}
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VectorCopy(goal, o);
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o[2] -= 6;
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trace = gi.trace(goal, vec3_origin, vec3_origin, o, targ, MASK_SOLID);
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if (trace.fraction < 1) {
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VectorCopy(trace.endpos, goal);
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goal[2] += 6;
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}
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if (targ->deadflag)
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ent->client->ps.pmove.pm_type = PM_DEAD;
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else
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ent->client->ps.pmove.pm_type = PM_FREEZE;
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VectorCopy(goal, ent->s.origin);
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for (i=0 ; i<3 ; i++)
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ent->client->ps.pmove.delta_angles[i] = ANGLE2SHORT(targ->client->v_angle[i] - ent->client->resp.cmd_angles[i]);
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if (targ->deadflag) {
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ent->client->ps.viewangles[ROLL] = 40;
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ent->client->ps.viewangles[PITCH] = -15;
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ent->client->ps.viewangles[YAW] = targ->client->killer_yaw;
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} else {
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VectorCopy(targ->client->v_angle, ent->client->ps.viewangles);
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VectorCopy(targ->client->v_angle, ent->client->v_angle);
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}
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ent->viewheight = 0;
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ent->client->ps.pmove.pm_flags |= PMF_NO_PREDICTION;
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gi.linkentity(ent);
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}
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void ChaseNext(edict_t *ent)
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{
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int i;
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edict_t *e;
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if (!ent->client->chase_target)
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return;
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i = ent->client->chase_target - g_edicts;
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do {
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i++;
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if (i > maxclients->value)
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i = 1;
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e = g_edicts + i;
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if (!e->inuse)
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continue;
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if (!e->client->resp.spectator)
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break;
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} while (e != ent->client->chase_target);
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ent->client->chase_target = e;
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ent->client->update_chase = true;
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}
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void ChasePrev(edict_t *ent)
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{
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int i;
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edict_t *e;
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if (!ent->client->chase_target)
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return;
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i = ent->client->chase_target - g_edicts;
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do {
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i--;
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if (i < 1)
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i = maxclients->value;
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e = g_edicts + i;
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if (!e->inuse)
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continue;
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if (!e->client->resp.spectator)
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break;
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} while (e != ent->client->chase_target);
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ent->client->chase_target = e;
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ent->client->update_chase = true;
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}
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void GetChaseTarget(edict_t *ent)
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{
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int i;
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edict_t *other;
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for (i = 1; i <= maxclients->value; i++) {
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other = g_edicts + i;
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if (other->inuse && !other->client->resp.spectator) {
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ent->client->chase_target = other;
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ent->client->update_chase = true;
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UpdateChaseCam(ent);
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return;
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}
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}
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gi.centerprintf(ent, "No other players to chase.");
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}
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