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https://git.code.sf.net/p/quake/quakeforge
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Rename Length to VectorLength.
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b99a72e876
commit
c91f1a2aea
14 changed files with 192 additions and 244 deletions
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@ -41,26 +41,24 @@ static const char rcsid[] =
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#include "QF/input.h"
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float CL_KeyState (kbutton_t *key);
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qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
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vec3_t p1, vec3_t p2, trace_t *trace);
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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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qboolean SV_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f,
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vec3_t p1, vec3_t p2, trace_t *trace);
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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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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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void
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Chase_Init_Cvars (void)
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@ -89,33 +87,28 @@ TraceLine (vec3_t start, vec3_t end, vec3_t impact)
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VectorCopy (trace.endpos, impact);
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}
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/*
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==================
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Chase_Update
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==================
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*/
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void
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Chase_Update (void)
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{
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vec3_t forward, up, right, stop, dir;
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float pitch, yaw, fwd;
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usercmd_t cmd; // movement direction
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int i;
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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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{
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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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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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{
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if (camera_angles[PITCH] < -60) camera_angles[PITCH] = -60;
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if (camera_angles[PITCH] > 60) camera_angles[PITCH] = 60;
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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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@ -124,12 +117,11 @@ Chase_Update (void)
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if (chase_active->int_val == 3)
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VectorCopy (r_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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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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{
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if (chase_active->int_val == 2) {
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VectorCopy (r_refdef.vieworg, player_origin);
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// don't let camera get too low
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@ -139,48 +131,49 @@ Chase_Update (void)
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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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VectorSubtract (camera_origin, player_origin, dir);
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VectorCopy (dir, forward);
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VectorNormalize (forward);
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if (Length (dir) > chase_back->value)
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{
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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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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 (Length (stop) != 0)
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VectorSubtract (stop, forward, camera_origin);
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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_refdef.vieworg, dir);
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VectorCopy (dir, forward);
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VectorSubtract (camera_origin, r_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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{
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if (dir[1] == 0 && dir[0] == 0)
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{
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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_refdef.viewangles[YAW];
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if (dir[2] > 0) camera_angles[PITCH] = 90;
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else camera_angles[PITCH] = 270;
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}
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else
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{
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// camera_angles[YAW] = r_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) yaw += 360;
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if (yaw < 180) yaw += 180;
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else yaw -= 180;
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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) pitch += 360;
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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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@ -201,36 +194,39 @@ Chase_Update (void)
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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 * CL_KeyState (&in_forward);
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cmd.forwardmove -= cl_backspeed->value * CL_KeyState (&in_back);
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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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cmd.sidemove *= cl_movespeedkey->value;
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}
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// mouse and joystick controllers add to movement
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dir[1] = cl.viewangles[1] - camera_angles[1]; dir[0] = 0; dir[2] = 0;
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dir[1] = cl.viewangles[1] - camera_angles[1]; dir[0] = 0; dir[2] = 0;
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, viewdelta.position[2] * m_forward->value, 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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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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cmd.sidemove -= dir[1];
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dir[1] = camera_angles[1]; dir[0] = 0; dir[2] = 0;
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dir[1] = camera_angles[1]; dir[0] = 0; dir[2] = 0;
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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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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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{
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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) cl.viewangles[YAW] += 180;
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// else cl.viewangles[YAW] -= 180;
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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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