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[client] Sort out the chase mode input FIXME
It's messing with player motion (so not working properly), but at least now it compiles, I can get it working.
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1 changed files with 17 additions and 16 deletions
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@ -50,6 +50,7 @@
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#include "old_keys.h"
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#include "client/chase.h"
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#include "client/input.h"
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#include "client/view.h"
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@ -394,22 +395,22 @@ CL_Input_BuildMove (float frametime, movestate_t *state, viewstate_t *vs)
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if (freelook)
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V_StopPitchDrift (vs);
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//if (cl.chase
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// && (chase_active->int_val == 2 || chase_active->int_val == 3)) {
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// /* adjust for chase camera angles
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// * makes the player move relative to the chase camera frame rather
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// * than the player's frame
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// */
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// vec3_t forward, right, up, f, r;
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// vec3_t dir = {0, 0, 0};
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// // need separate camera and player angles
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// //FIXME dir[1] = r_data->refdef->viewangles[1] - cl.viewstate.angles[1];
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// AngleVectors (dir, forward, right, up);
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// VectorScale (forward, move[FORWARD], f);
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// VectorScale (right, move[SIDE], r);
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// move[FORWARD] = f[0] + r[0];
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// move[SIDE] = f[1] + r[1];
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//}
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if (vs->chase
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&& (chase_active->int_val == 2 || chase_active->int_val == 3)) {
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/* adjust for chase camera angles
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* makes the player move relative to the chase camera frame rather
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* than the player's frame
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*/
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chasestate_t *cs = vs->chasestate;
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vec3_t forward, right, up, f, r;
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vec3_t dir = {0, 0, 0};
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dir[1] = cs->camera_angles[1] - vs->player_angles[1];
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AngleVectors (dir, forward, right, up);
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VectorScale (forward, move[FORWARD], f);
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VectorScale (right, move[SIDE], r);
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move[FORWARD] = f[0] + r[0];
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move[SIDE] = f[1] + r[1];
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}
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state->move = move;
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}
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