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/*
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chasecam.c
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Chase camera code for UQuake
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999-2000 The QuakeForge Project.
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Portions Copyright their respective authors.
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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 <quakedef.h>
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#include <cvar.h>
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#include <mathlib.h>
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#include <client.h>
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#include <server.h>
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#include <world.h>
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cvar_t cl_chasecam = {"cl_chasecam", "0", true};
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cvar_t cl_chasecam_up = {"cl_chasecam_up", "16", true};
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cvar_t cl_chasecam_back = {"cl_chasecam_back", "100", true};
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cvar_t cl_chasecam_right = {"cl_chasecam_right", "0", true};
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vec3_t chase_pos;
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vec3_t chase_angles;
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vec3_t chase_dest;
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vec3_t chase_dest_angles;
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void Chase_Init (void) {
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Cvar_RegisterVariable (&cl_chasecam);
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Cvar_RegisterVariable (&cl_chasecam_up);
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Cvar_RegisterVariable (&cl_chasecam_back);
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Cvar_RegisterVariable (&cl_chasecam_right);
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}
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void Chase_Reset (void) {
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// for respawning and teleporting
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// start position 12 units behind head
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}
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void TraceLine (vec3_t start, vec3_t end, vec3_t impact) {
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trace_t trace;
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memset (&trace, 0, sizeof(trace));
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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void Chase_Update (void) {
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int i;
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float dist;
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vec3_t forward, up, right;
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vec3_t dest, stop;
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// if can't see player, reset
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AngleVectors (cl.viewangles, forward, right, up);
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// calc exact destination
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for (i=0 ; i<3 ; i++)
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chase_dest[i] = r_refdef.vieworg[i]
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- forward[i] * cl_chasecam_back.value
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- right[i] * cl_chasecam_right.value;
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chase_dest[2] = r_refdef.vieworg[2] + cl_chasecam_up.value;
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// find the spot the player is looking at
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VectorMA (r_refdef.vieworg, 4096, forward, dest);
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TraceLine (r_refdef.vieworg, dest, stop);
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// calculate pitch to look at the same spot from camera
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VectorSubtract (stop, r_refdef.vieworg, stop);
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dist = DotProduct (stop, forward);
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if (dist < 1)
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dist = 1;
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r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180;
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// move towards destination
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VectorCopy (chase_dest, r_refdef.vieworg);
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}
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