mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 14:20:59 +00:00
Clean up chase/spectator camera stuff.
o Rename nq's cl_cam.c to cl_chase.c. o Split out the chase cam stuff from qw's cl_cam.c to cl_chase.c
This commit is contained in:
parent
ac1bf2a158
commit
96785ccec7
9 changed files with 314 additions and 203 deletions
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@ -74,7 +74,7 @@ server_LIBS= $(server_LIBFILES) $(common_LIBFILES) $(NET_LIBS)
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server_LIB_DEPS=$(server_LIBFILES) $(common_LIBFILES)
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libnq_client_a_SOURCES= \
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cl_cam.c cl_cmd.c cl_demo.c cl_ents.c cl_input.c cl_main.c \
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cl_chase.c cl_cmd.c cl_demo.c cl_ents.c cl_input.c cl_main.c \
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cl_screen.c cl_parse.c cl_tent.c cl_view.c sbar.c
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libnq_server_a_SOURCES= \
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@ -1,7 +1,7 @@
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/*
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cl_cam.c
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cl_chase.c
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camera support
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chase camera support
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Copyright (C) 1996-1997 Id Software, Inc.
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@ -28,6 +28,13 @@
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/keys.h"
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#include "QF/input.h"
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37
qw/include/chase.h
Normal file
37
qw/include/chase.h
Normal file
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@ -0,0 +1,37 @@
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/*
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chase.h
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@description@
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Copyright (C) 1996-1997 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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifndef __chase_h
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#define __chase_h
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extern struct cvar_s *chase_active;
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void Chase_Init_Cvars (void);
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void Chase_Reset (void);
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void Chase_Update (void);
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#endif // __chase_h
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@ -41,7 +41,6 @@
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extern int autocam;
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extern int spec_track; // player# of who we are tracking
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extern int ideal_track;
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extern struct cvar_s *chase_active;
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void Cam_Lock (int playernum);
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int Cam_TrackNum (void);
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@ -55,6 +54,4 @@ void CL_Cam_Init_Cvars(void);
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void CL_ParseEntityLump(const char *entdata);
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void Chase_Update (void);
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#endif // _CL_CAM_H
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@ -109,7 +109,8 @@ client_LIBS= $(qw_client_LIBS)
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client_libs= libqw_client.a libqw_common.a
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libqw_client_a_SOURCES= \
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cl_cam.c cl_chat.c cl_cmd.c cl_cvar.c cl_demo.c cl_entparse.c \
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cl_cam.c cl_chase.c cl_chat.c cl_cmd.c cl_cvar.c cl_demo.c \
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cl_entparse.c \
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cl_ents.c cl_http.c cl_input.c cl_main.c cl_ngraph.c cl_parse.c \
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cl_pred.c cl_screen.c cl_skin.c cl_slist.c cl_tent.c cl_view.c \
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locs.c sbar.c teamplay.c
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@ -45,6 +45,7 @@
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#include "QF/cvar.h"
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#include "QF/msg.h"
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#include "chase.h"
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#include "cl_cam.h"
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#include "cl_input.h"
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#include "client.h"
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@ -65,15 +66,6 @@
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#include "QF/mathlib.h"
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#include "world.h"
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vec3_t camera_origin = {0,0,0};
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vec3_t camera_angles = {0,0,0};
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vec3_t player_origin = {0,0,0};
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vec3_t player_angles = {0,0,0};
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cvar_t *chase_back;
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cvar_t *chase_up;
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cvar_t *chase_right;
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cvar_t *chase_active;
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cvar_t *cl_hightrack; // track high fragger
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cvar_t *cl_chasecam;
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cvar_t *cl_camera_maxpitch;
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@ -668,190 +660,4 @@ CL_Cam_Init_Cvars (void)
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cl_hightrack = Cvar_Get ("cl_hightrack", "0", CVAR_NONE, NULL, "view the "
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"player who has the most frags while you are in "
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"spectator mode.");
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chase_back = Cvar_Get ("chase_back", "100", CVAR_NONE, NULL, "None");
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chase_up = Cvar_Get ("chase_up", "16", CVAR_NONE, NULL, "None");
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chase_right = Cvar_Get ("chase_right", "0", CVAR_NONE, NULL, "None");
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chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
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}
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static inline void
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TraceLine (vec3_t start, vec3_t end, vec3_t impact)
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{
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trace_t trace;
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memset (&trace, 0, sizeof (trace));
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trace.fraction = 1;
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MOD_TraceLine (cl.worldmodel->hulls, 0, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void
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Chase_Update (void)
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{
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float pitch, yaw, fwd;
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int i;
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usercmd_t cmd; // movement direction
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vec3_t forward, up, right, stop, dir;
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// lazy camera, look toward player entity
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if (chase_active->int_val == 2 || chase_active->int_val == 3) {
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// control camera angles with key/mouse/joy-look
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camera_angles[PITCH] += cl.viewangles[PITCH] - player_angles[PITCH];
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camera_angles[YAW] += cl.viewangles[YAW] - player_angles[YAW];
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camera_angles[ROLL] += cl.viewangles[ROLL] - player_angles[ROLL];
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if (chase_active->int_val == 2) {
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if (camera_angles[PITCH] < -60)
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camera_angles[PITCH] = -60;
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if (camera_angles[PITCH] > 60)
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camera_angles[PITCH] = 60;
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}
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// move camera, it's not enough to just change the angles because
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// the angles are automatically changed to look toward the player
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if (chase_active->int_val == 3)
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VectorCopy (r_data->refdef->vieworg, player_origin);
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AngleVectors (camera_angles, forward, right, up);
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VectorScale (forward, chase_back->value, forward);
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VectorSubtract (player_origin, forward, camera_origin);
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if (chase_active->int_val == 2) {
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VectorCopy (r_data->refdef->vieworg, player_origin);
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// don't let camera get too low
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if (camera_origin[2] < player_origin[2] + chase_up->value)
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camera_origin[2] = player_origin[2] + chase_up->value;
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}
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// don't let camera get too far from player
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VectorSubtract (camera_origin, player_origin, dir);
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VectorCopy (dir, forward);
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VectorNormalize (forward);
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if (VectorLength (dir) > chase_back->value) {
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VectorScale (forward, chase_back->value, dir);
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VectorAdd (player_origin, dir, camera_origin);
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}
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// check for walls between player and camera
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VectorScale (forward, 8, forward);
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VectorAdd (camera_origin, forward, camera_origin);
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TraceLine (player_origin, camera_origin, stop);
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if (VectorLength (stop) != 0)
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VectorSubtract (stop, forward, camera_origin);
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VectorSubtract (camera_origin, r_data->refdef->vieworg, dir);
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VectorCopy (dir, forward);
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VectorNormalize (forward);
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if (chase_active->int_val == 2) {
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if (dir[1] == 0 && dir[0] == 0) {
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// look straight up or down
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// camera_angles[YAW] = r_data->refdef->viewangles[YAW];
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if (dir[2] > 0)
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camera_angles[PITCH] = 90;
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else
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camera_angles[PITCH] = 270;
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} else {
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yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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if (yaw < 180)
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yaw += 180;
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else
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yaw -= 180;
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camera_angles[YAW] = yaw;
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fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
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pitch = (atan2 (dir[2], fwd) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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camera_angles[PITCH] = pitch;
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}
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}
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VectorCopy (camera_angles, r_data->refdef->viewangles);// rotate camera
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VectorCopy (camera_origin, r_data->refdef->vieworg); // move camera
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// get basic movement from keyboard
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memset (&cmd, 0, sizeof (cmd));
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// VectorCopy (cl.viewangles, cmd.angles);
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if (in_strafe.state & 1) {
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cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
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cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
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}
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cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
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cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
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if (!(in_klook.state & 1)) {
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cmd.forwardmove += cl_forwardspeed->value
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* CL_KeyState (&in_forward);
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cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
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}
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if (in_speed.state & 1) {
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cmd.forwardmove *= cl_movespeedkey->value;
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cmd.sidemove *= cl_movespeedkey->value;
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}
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// mouse and joystick controllers add to movement
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VectorSet (0, cl.viewangles[1] - camera_angles[1], 0, dir);
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, viewdelta.position[2] * m_forward->value,
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forward);
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VectorScale (right, viewdelta.position[0] * m_side->value, right);
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VectorAdd (forward, right, dir);
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cmd.forwardmove += dir[0];
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cmd.sidemove -= dir[1];
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VectorSet (0, camera_angles[1], 0, dir);
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, cmd.forwardmove, forward);
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VectorScale (right, cmd.sidemove, right);
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VectorAdd (forward, right, dir);
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if (dir[1] || dir[0]) {
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cl.viewangles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
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if (cl.viewangles[YAW] < 0) cl.viewangles[YAW] += 360;
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// if (cl.viewangles[YAW] < 180)
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// cl.viewangles[YAW] += 180;
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// else
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// cl.viewangles[YAW] -= 180;
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}
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cl.viewangles[PITCH] = 0;
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// remember the new angle to calculate the difference next frame
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VectorCopy (cl.viewangles, player_angles);
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return;
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}
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// regular camera, faces same direction as player
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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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camera_origin[i] = r_data->refdef->vieworg[i]
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- forward[i] * chase_back->value - right[i] * chase_right->value;
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camera_origin[2] += chase_up->value;
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// check for walls between player and camera
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TraceLine (r_data->refdef->vieworg, camera_origin, stop);
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if (VectorLength (stop) != 0)
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for (i = 0; i < 3; i++)
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camera_origin[i] = stop[i] + forward[i] * 8;
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VectorCopy (camera_origin, r_data->refdef->vieworg);
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}
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261
qw/source/cl_chase.c
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261
qw/source/cl_chase.c
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/*
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cl_chase.c
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chase camera support
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Copyright (C) 1996-1997 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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include "QF/cvar.h"
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#include "QF/keys.h"
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#include "QF/input.h"
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#include "QF/mathlib.h"
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#include "QF/plugin/vid_render.h"
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#include "chase.h"
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#include "cl_input.h"
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#include "client.h"
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#include "world.h"
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vec3_t camera_origin = {0,0,0};
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vec3_t camera_angles = {0,0,0};
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vec3_t player_origin = {0,0,0};
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vec3_t player_angles = {0,0,0};
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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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vec3_t chase_pos;
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cvar_t *chase_back;
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cvar_t *chase_up;
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cvar_t *chase_right;
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cvar_t *chase_active;
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void
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Chase_Init_Cvars (void)
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{
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chase_back = Cvar_Get ("chase_back", "100", CVAR_NONE, NULL, "None");
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chase_up = Cvar_Get ("chase_up", "16", CVAR_NONE, NULL, "None");
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chase_right = Cvar_Get ("chase_right", "0", CVAR_NONE, NULL, "None");
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chase_active = Cvar_Get ("chase_active", "0", CVAR_NONE, NULL, "None");
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}
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void
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Chase_Reset (void)
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{
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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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static inline void
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TraceLine (vec3_t start, vec3_t end, vec3_t impact)
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{
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trace_t trace;
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memset (&trace, 0, sizeof (trace));
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trace.fraction = 1;
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MOD_TraceLine (cl.worldmodel->hulls, 0, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void
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Chase_Update (void)
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{
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float pitch, yaw, fwd;
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int i;
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usercmd_t cmd; // movement direction
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vec3_t forward, up, right, stop, dir;
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// lazy camera, look toward player entity
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if (chase_active->int_val == 2 || chase_active->int_val == 3) {
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// control camera angles with key/mouse/joy-look
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camera_angles[PITCH] += cl.viewangles[PITCH] - player_angles[PITCH];
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camera_angles[YAW] += cl.viewangles[YAW] - player_angles[YAW];
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camera_angles[ROLL] += cl.viewangles[ROLL] - player_angles[ROLL];
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if (chase_active->int_val == 2) {
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if (camera_angles[PITCH] < -60)
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camera_angles[PITCH] = -60;
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if (camera_angles[PITCH] > 60)
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camera_angles[PITCH] = 60;
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}
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// move camera, it's not enough to just change the angles because
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// the angles are automatically changed to look toward the player
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if (chase_active->int_val == 3)
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VectorCopy (r_data->refdef->vieworg, player_origin);
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AngleVectors (camera_angles, forward, right, up);
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VectorScale (forward, chase_back->value, forward);
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VectorSubtract (player_origin, forward, camera_origin);
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if (chase_active->int_val == 2) {
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VectorCopy (r_data->refdef->vieworg, player_origin);
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// don't let camera get too low
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if (camera_origin[2] < player_origin[2] + chase_up->value)
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camera_origin[2] = player_origin[2] + chase_up->value;
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}
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// don't let camera get too far from player
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VectorSubtract (camera_origin, player_origin, dir);
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VectorCopy (dir, forward);
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VectorNormalize (forward);
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if (VectorLength (dir) > chase_back->value) {
|
||||
VectorScale (forward, chase_back->value, dir);
|
||||
VectorAdd (player_origin, dir, camera_origin);
|
||||
}
|
||||
|
||||
// check for walls between player and camera
|
||||
|
||||
VectorScale (forward, 8, forward);
|
||||
VectorAdd (camera_origin, forward, camera_origin);
|
||||
TraceLine (player_origin, camera_origin, stop);
|
||||
if (VectorLength (stop) != 0)
|
||||
VectorSubtract (stop, forward, camera_origin);
|
||||
|
||||
VectorSubtract (camera_origin, r_data->refdef->vieworg, dir);
|
||||
VectorCopy (dir, forward);
|
||||
VectorNormalize (forward);
|
||||
|
||||
if (chase_active->int_val == 2) {
|
||||
if (dir[1] == 0 && dir[0] == 0) {
|
||||
// look straight up or down
|
||||
// camera_angles[YAW] = r_data->refdef->viewangles[YAW];
|
||||
if (dir[2] > 0)
|
||||
camera_angles[PITCH] = 90;
|
||||
else
|
||||
camera_angles[PITCH] = 270;
|
||||
} else {
|
||||
yaw = (atan2 (dir[1], dir[0]) * 180 / M_PI);
|
||||
if (yaw < 0)
|
||||
yaw += 360;
|
||||
if (yaw < 180)
|
||||
yaw += 180;
|
||||
else
|
||||
yaw -= 180;
|
||||
camera_angles[YAW] = yaw;
|
||||
|
||||
fwd = sqrt (dir[0] * dir[0] + dir[1] * dir[1]);
|
||||
pitch = (atan2 (dir[2], fwd) * 180 / M_PI);
|
||||
if (pitch < 0)
|
||||
pitch += 360;
|
||||
camera_angles[PITCH] = pitch;
|
||||
}
|
||||
}
|
||||
|
||||
VectorCopy (camera_angles, r_data->refdef->viewangles);// rotate camera
|
||||
VectorCopy (camera_origin, r_data->refdef->vieworg); // move camera
|
||||
|
||||
// get basic movement from keyboard
|
||||
|
||||
memset (&cmd, 0, sizeof (cmd));
|
||||
// VectorCopy (cl.viewangles, cmd.angles);
|
||||
|
||||
if (in_strafe.state & 1) {
|
||||
cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_right);
|
||||
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_left);
|
||||
}
|
||||
cmd.sidemove += cl_sidespeed->value * CL_KeyState (&in_moveright);
|
||||
cmd.sidemove -= cl_sidespeed->value * CL_KeyState (&in_moveleft);
|
||||
|
||||
if (!(in_klook.state & 1)) {
|
||||
cmd.forwardmove += cl_forwardspeed->value
|
||||
* CL_KeyState (&in_forward);
|
||||
cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
|
||||
}
|
||||
if (in_speed.state & 1) {
|
||||
cmd.forwardmove *= cl_movespeedkey->value;
|
||||
cmd.sidemove *= cl_movespeedkey->value;
|
||||
}
|
||||
|
||||
// mouse and joystick controllers add to movement
|
||||
VectorSet (0, cl.viewangles[1] - camera_angles[1], 0, dir);
|
||||
AngleVectors (dir, forward, right, up);
|
||||
VectorScale (forward, viewdelta.position[2] * m_forward->value,
|
||||
forward);
|
||||
VectorScale (right, viewdelta.position[0] * m_side->value, right);
|
||||
VectorAdd (forward, right, dir);
|
||||
cmd.forwardmove += dir[0];
|
||||
cmd.sidemove -= dir[1];
|
||||
|
||||
VectorSet (0, camera_angles[1], 0, dir);
|
||||
AngleVectors (dir, forward, right, up);
|
||||
|
||||
VectorScale (forward, cmd.forwardmove, forward);
|
||||
VectorScale (right, cmd.sidemove, right);
|
||||
VectorAdd (forward, right, dir);
|
||||
|
||||
if (dir[1] || dir[0]) {
|
||||
cl.viewangles[YAW] = (atan2 (dir[1], dir[0]) * 180 / M_PI);
|
||||
if (cl.viewangles[YAW] < 0) cl.viewangles[YAW] += 360;
|
||||
// if (cl.viewangles[YAW] < 180)
|
||||
// cl.viewangles[YAW] += 180;
|
||||
// else
|
||||
// cl.viewangles[YAW] -= 180;
|
||||
}
|
||||
|
||||
cl.viewangles[PITCH] = 0;
|
||||
|
||||
// remember the new angle to calculate the difference next frame
|
||||
VectorCopy (cl.viewangles, player_angles);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// regular camera, faces same direction as player
|
||||
|
||||
AngleVectors (cl.viewangles, forward, right, up);
|
||||
|
||||
// calc exact destination
|
||||
for (i = 0; i < 3; i++)
|
||||
camera_origin[i] = r_data->refdef->vieworg[i]
|
||||
- forward[i] * chase_back->value - right[i] * chase_right->value;
|
||||
camera_origin[2] += chase_up->value;
|
||||
|
||||
// check for walls between player and camera
|
||||
TraceLine (r_data->refdef->vieworg, camera_origin, stop);
|
||||
if (VectorLength (stop) != 0)
|
||||
for (i = 0; i < 3; i++)
|
||||
camera_origin[i] = stop[i] + forward[i] * 8;
|
||||
|
||||
VectorCopy (camera_origin, r_data->refdef->vieworg);
|
||||
}
|
|
@ -47,6 +47,7 @@
|
|||
|
||||
#include "qw/msg_ucmd.h"
|
||||
|
||||
#include "chase.h"
|
||||
#include "cl_cam.h"
|
||||
#include "cl_demo.h"
|
||||
#include "cl_input.h"
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
r_view.c
|
||||
cl_view.c
|
||||
|
||||
player eye positioning
|
||||
|
||||
|
@ -38,6 +38,7 @@
|
|||
#include "QF/vid.h"
|
||||
|
||||
#include "qw/bothdefs.h"
|
||||
#include "chase.h"
|
||||
#include "cl_cam.h"
|
||||
#include "cl_ents.h"
|
||||
#include "cl_main.h"
|
||||
|
|
Loading…
Reference in a new issue