mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
817aeb334e
Much of the nq/qw HUD system is quite broken, but the basic status bar seems to be working nicely. As is the console (both client and server). Possibly the biggest benefit is separating the rendering of HUD elements from the updating of them, and much less traversing of invisible views whose only purpose is to control the positioning of the visible views. The view flow tests are currently disabled until I adapt the flow code to ECS. There seems to be a problem with view resizing in that some gravities don't follow resizing correctly.
692 lines
16 KiB
C
692 lines
16 KiB
C
/*
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cl_cam.c
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Player camera tracking in Spectator mode
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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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/*
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ZOID - This takes over player controls for spectator automatic camera.
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Player moves as a spectator, but the camera tracks an enemy player
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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 <math.h>
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#include "QF/cvar.h"
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#include "QF/msg.h"
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#include "compat.h"
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#include "sbar.h"
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#include "qw/include/cl_cam.h"
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#include "qw/include/cl_input.h"
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#include "qw/include/client.h"
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#include "qw/pmove.h"
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#define PM_SPECTATORMAXSPEED 500
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#define PM_STOPSPEED 100
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#define PM_MAXSPEED 320
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#define BUTTON_JUMP 2
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#define BUTTON_ATTACK 1
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#define MAX_ANGLE_TURN 10
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#include "QF/sys.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 "world.h"
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int cl_hightrack;
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static cvar_t cl_hightrack_cvar = {
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.name = "cl_hightrack",
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.description =
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"view the player who has the most frags while you are in spectator "
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"mode.",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &cl_hightrack },
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};
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int cl_chasecam;
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static cvar_t cl_chasecam_cvar = {
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.name = "cl_chasecam",
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.description =
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"get first person view of the person you are tracking in spectator "
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"mode",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &cl_chasecam },
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};
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float cl_camera_maxpitch;
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static cvar_t cl_camera_maxpitch_cvar = {
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.name = "cl_camera_maxpitch",
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.description =
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"highest camera pitch in spectator mode",
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.default_value = "10",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &cl_camera_maxpitch },
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};
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float cl_camera_maxyaw;
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static cvar_t cl_camera_maxyaw_cvar = {
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.name = "cl_camera_maxyaw",
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.description =
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"highest camera yaw in spectator mode",
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.default_value = "30",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_float, .value = &cl_camera_maxyaw },
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};
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static vec3_t desired_position; // where the camera wants to be
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static qboolean locked = false;
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static int oldbuttons;
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double cam_lastviewtime;
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qboolean cam_forceview;
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vec3_t cam_viewangles;
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int spec_track = 0; // player# of who we are tracking
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int ideal_track = 0;
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float last_lock = 0;
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int autocam = CAM_NONE;
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static void
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vectoangles (vec3_t vec, vec3_t ang)
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{
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float forward, pitch, yaw;
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if (vec[1] == 0 && vec[0] == 0) {
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yaw = 0;
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if (vec[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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} else {
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yaw = (int) (atan2 (vec[1], vec[0]) * (180.0 / M_PI));
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (vec[0] * vec[0] + vec[1] * vec[1]);
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pitch = (int) (atan2 (vec[2], forward) * (180.0 / M_PI));
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if (pitch < 0)
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pitch += 360;
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}
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ang[0] = pitch;
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ang[1] = yaw;
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ang[2] = 0;
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}
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// returns true if weapon model should be drawn in camera mode
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qboolean
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Cam_DrawViewModel (void)
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{
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if (cl.viewstate.chase && chase_active)
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return false;
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if (!cl.spectator)
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return true;
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if (autocam && locked && cl_chasecam)
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return true;
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return false;
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}
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// returns true if we should draw this player, we don't if we are chase camming
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qboolean
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Cam_DrawPlayer (int playernum)
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{
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if (playernum == cl.playernum) { // client player
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if (cl.viewstate.chase == 0 || chase_active == 0)
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return false;
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if (!cl.spectator)
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return true;
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} else {
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if (!cl_chasecam)
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return true;
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if (cl.spectator && autocam && locked && spec_track == playernum)
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return false;
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if (cl.viewstate.chase == 0 || chase_active == 0)
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return true;
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}
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return false;
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}
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int
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Cam_TrackNum (void)
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{
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if (!autocam)
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return -1;
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return spec_track;
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}
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static void
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Cam_Unlock (void)
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{
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if (autocam) {
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if (!cls.demoplayback) {
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MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
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MSG_WriteString (&cls.netchan.message, "ptrack");
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}
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autocam = CAM_NONE;
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locked = false;
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Sbar_Changed (~0);
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}
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}
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void
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Cam_Lock (int playernum)
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{
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char st[40];
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snprintf (st, sizeof (st), "ptrack %i", playernum);
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if (cls.demoplayback2) {
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memcpy (cl.stats, cl.players[playernum].stats, sizeof (cl.stats));
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}
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if (!cls.demoplayback) {
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MSG_WriteByte (&cls.netchan.message, clc_stringcmd);
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MSG_WriteString (&cls.netchan.message, st);
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}
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spec_track = playernum;
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last_lock = realtime;
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cam_forceview = true;
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locked = false;
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Sbar_Changed (~0);
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}
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static trace_t
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Cam_DoTrace (vec4f_t vec1, vec3_t vec2)//FIXME vec2 type
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{
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#if 0
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memset (&pmove, 0, sizeof (pmove));
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pmove.numphysent = 1;
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VectorZero (pmove.physents[0].origin);
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pmove.physents[0].model = cl.worldmodel;
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#endif
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VectorCopy (vec1, pmove.origin);
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return PM_PlayerMove (pmove.origin, vec2);
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}
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// Returns distance or 9999 if invalid for some reason
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static float
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Cam_TryFlyby (player_state_t * self, player_state_t * player, vec3_t vec,
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qboolean checkvis)
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{
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float len;
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trace_t trace;
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vec3_t v;
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vectoangles (vec, v);
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VectorCopy (v, pmove.angles);
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VectorNormalize (vec);
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VectorMultAdd (player->pls.es.origin, 800, vec, v);
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// v is endpos
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// fake a player move
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trace = Cam_DoTrace (player->pls.es.origin, v);
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if ( /* trace.inopen || */ trace.inwater)
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return 9999;
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VectorCopy (trace.endpos, vec);
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len = VectorDistance (trace.endpos, player->pls.es.origin);
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if (len < 32 || len > 800)
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return 9999;
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if (checkvis) {
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trace = Cam_DoTrace (self->pls.es.origin, vec);
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if (trace.fraction != 1 || trace.inwater)
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return 9999;
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len = VectorDistance (trace.endpos, self->pls.es.origin);
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}
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return len;
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}
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// Is player visible?
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static qboolean
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Cam_IsVisible (player_state_t *player, vec3_t vec)
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{
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float d;
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trace_t trace;
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vec3_t v;
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trace = Cam_DoTrace (player->pls.es.origin, vec);
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if (trace.fraction != 1 || /* trace.inopen || */ trace.inwater)
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return false;
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// check distance, don't let the player get too far away or too close
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VectorSubtract (player->pls.es.origin, vec, v);
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d = VectorLength (v);
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return (d > 16.0);
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}
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static qboolean
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InitFlyby (player_state_t * self, player_state_t * player, int checkvis)
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{
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float f, max;
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vec3_t forward, right, up, vec, vec2;
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VectorCopy (player->viewangles, vec);
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vec[0] = 0;
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AngleVectors (vec, forward, right, up);
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// for (i = 0; i < 3; i++)
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// forward[i] *= 3;
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max = 1000;
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VectorAdd (forward, up, vec2);
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VectorAdd (vec2, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorAdd (forward, up, vec2);
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VectorSubtract (vec2, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorAdd (forward, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorSubtract (forward, right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorAdd (forward, up, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorSubtract (forward, up, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorAdd (up, right, vec2);
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VectorSubtract (vec2, forward, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorSubtract (up, right, vec2);
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VectorSubtract (vec2, forward, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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// invert
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VectorNegate (forward, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorCopy (forward, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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// invert
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VectorNegate (right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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VectorCopy (right, vec2);
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if ((f = Cam_TryFlyby (self, player, vec2, checkvis)) < max) {
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max = f;
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VectorCopy (vec2, vec);
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}
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// ack, can't find him
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if (max >= 1000) {
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// Cam_Unlock ();
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return false;
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}
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locked = true;
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VectorCopy (vec, desired_position);
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return true;
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}
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static void
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Cam_CheckHighTarget (void)
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{
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int i, j, max;
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player_info_t *s;
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j = -1;
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for (i = 0, max = -9999; i < MAX_CLIENTS; i++) {
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s = &cl.players[i];
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if (s->name && s->name->value[0] && !s->spectator && s->frags > max) {
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max = s->frags;
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j = i;
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}
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}
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if (j >= 0) {
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if (!locked || cl.players[j].frags > cl.players[spec_track].frags) {
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Cam_Lock (j);
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ideal_track = spec_track;
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}
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} else
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Cam_Unlock ();
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}
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// ZOID
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//
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// Take over the user controls and track a player.
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// We find a nice position to watch the player and move there
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void
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Cam_Track (usercmd_t *cmd)
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{
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float len;
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frame_t *frame;
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player_state_t *player, *self;
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vec3_t vec;
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if (!cl.spectator)
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return;
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if (cl_hightrack && !locked)
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Cam_CheckHighTarget ();
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if (!autocam || cls.state != ca_active)
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return;
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if (locked
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&& (!cl.players[spec_track].name->value[0]
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|| cl.players[spec_track].spectator)) {
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locked = false;
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if (cl_hightrack)
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Cam_CheckHighTarget ();
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else
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Cam_Unlock ();
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return;
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}
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frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
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if (autocam && cls.demoplayback2 && 0) {
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if (ideal_track != spec_track && realtime - last_lock > 1
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&& frame->playerstate[ideal_track].messagenum == cl.parsecount)
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Cam_Lock (ideal_track);
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if (frame->playerstate[spec_track].messagenum != cl.parsecount) {
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int i;
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for (i = 0; i < MAX_CLIENTS; i++) {
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if (frame->playerstate[i].messagenum == cl.parsecount)
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break;
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}
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if (i < MAX_CLIENTS)
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Cam_Lock (i);
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}
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}
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player = frame->playerstate + spec_track;
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self = frame->playerstate + cl.playernum;
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if (!locked || !Cam_IsVisible (player, desired_position)) {
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if (!locked || realtime - cam_lastviewtime > 0.1) {
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if (!InitFlyby (self, player, true))
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InitFlyby (self, player, false);
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cam_lastviewtime = realtime;
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}
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} else
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cam_lastviewtime = realtime;
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// couldn't track for some reason
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if (!locked || !autocam)
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return;
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if (cl_chasecam) {
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cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
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VectorCopy (player->viewangles, cl.viewstate.player_angles);
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VectorCopy (player->pls.es.origin, desired_position);
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if (memcmp (&desired_position, &self->pls.es.origin,
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sizeof (desired_position)) != 0) {
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if (!cls.demoplayback) {
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MSG_WriteByte (&cls.netchan.message, clc_tmove);
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MSG_WriteCoordV (&cls.netchan.message, desired_position);
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}
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// move there locally immediately
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VectorCopy (desired_position, self->pls.es.origin);
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}
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self->pls.es.weaponframe = player->pls.es.weaponframe;
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} else {
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// Ok, move to our desired position and set our angles to view
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// the player
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VectorSubtract (desired_position, self->pls.es.origin, vec);
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len = VectorLength (vec);
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cmd->forwardmove = cmd->sidemove = cmd->upmove = 0;
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if (len > 16) { // close enough?
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if (!cls.demoplayback) {
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MSG_WriteByte (&cls.netchan.message, clc_tmove);
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MSG_WriteCoordV (&cls.netchan.message, desired_position);
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}
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}
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// move there locally immediately
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VectorCopy (desired_position, self->pls.es.origin);
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VectorSubtract (player->pls.es.origin, desired_position, vec);
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vectoangles (vec, cl.viewstate.player_angles);
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cl.viewstate.player_angles[0] = -cl.viewstate.player_angles[0];
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}
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}
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#if 0
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static float
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adjustang (float current, float ideal, float speed)
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{
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float move;
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current = anglemod (current);
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ideal = anglemod (ideal);
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if (current == ideal)
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return current;
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move = ideal - current;
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if (ideal > current) {
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if (move >= 180)
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move = move - 360;
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} else {
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if (move <= -180)
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move = move + 360;
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}
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if (move > 0) {
|
|
if (move > speed)
|
|
move = speed;
|
|
} else {
|
|
if (move < -speed)
|
|
move = -speed;
|
|
}
|
|
|
|
return anglemod (current + move);
|
|
}
|
|
#endif
|
|
|
|
#if 0
|
|
void
|
|
Cam_SetView (void)
|
|
{
|
|
frame_t *frame;
|
|
player_state_t *player, *self;
|
|
vec3_t vec, vec2;
|
|
|
|
if (cls.state != ca_active || !cl.spectator || !autocam || !locked)
|
|
return;
|
|
|
|
frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
|
|
player = frame->playerstate + spec_track;
|
|
self = frame->playerstate + cl.playernum;
|
|
|
|
VectorSubtract (player->pls.es.origin, cl.simorg, vec);
|
|
if (cam_forceview) {
|
|
cam_forceview = false;
|
|
vectoangles (vec, cam_viewangles);
|
|
cam_viewangles[0] = -cam_viewangles[0];
|
|
} else {
|
|
vectoangles (vec, vec2);
|
|
vec2[PITCH] = -vec2[PITCH];
|
|
|
|
cam_viewangles[PITCH] =
|
|
adjustang (cam_viewangles[PITCH], vec2[PITCH],
|
|
cl_camera_maxpitch);
|
|
cam_viewangles[YAW] =
|
|
adjustang (cam_viewangles[YAW], vec2[YAW],
|
|
cl_camera_maxyaw);
|
|
}
|
|
VectorCopy (cam_viewangles, cl.viewstate.player_angles);
|
|
VectorCopy (cl.viewstate.player_angles, cl.simangles);
|
|
cl.simangles[ROLL] = 0; // FIXME @@@
|
|
}
|
|
#endif
|
|
|
|
void
|
|
Cam_FinishMove (usercmd_t *cmd)
|
|
{
|
|
int end, i;
|
|
player_info_t *s;
|
|
|
|
if (cls.state != ca_active)
|
|
return;
|
|
|
|
if (!cl.spectator) // only in spectator mode
|
|
return;
|
|
|
|
#if 0
|
|
if (autocam && locked) {
|
|
frame = &cl.frames[cls.netchan.incoming_sequence & UPDATE_MASK];
|
|
player = frame->playerstate + spec_track;
|
|
self = frame->playerstate + cl.playernum;
|
|
|
|
VectorSubtract (player->pls.es.origin, self->pls.es.origin, vec);
|
|
if (cam_forceview) {
|
|
cam_forceview = false;
|
|
vectoangles (vec, cam_viewangles);
|
|
cam_viewangles[0] = -cam_viewangles[0];
|
|
} else {
|
|
vectoangles (vec, vec2);
|
|
vec2[PITCH] = -vec2[PITCH];
|
|
|
|
cam_viewangles[PITCH] =
|
|
adjustang (cam_viewangles[PITCH], vec2[PITCH],
|
|
cl_camera_maxpitch);
|
|
cam_viewangles[YAW] =
|
|
adjustang (cam_viewangles[YAW], vec2[YAW],
|
|
cl_camera_maxyaw);
|
|
}
|
|
VectorCopy (cam_viewangles, cl.viewstate.player_angles);
|
|
}
|
|
#endif
|
|
|
|
if (cmd->buttons & BUTTON_ATTACK) {
|
|
if (!(oldbuttons & BUTTON_ATTACK)) {
|
|
oldbuttons |= BUTTON_ATTACK;
|
|
autocam++;
|
|
|
|
if (autocam > CAM_TRACK) {
|
|
Cam_Unlock ();
|
|
VectorCopy (cl.viewstate.player_angles, cmd->angles);
|
|
return;
|
|
}
|
|
} else
|
|
return;
|
|
} else {
|
|
oldbuttons &= ~BUTTON_ATTACK;
|
|
if (!autocam)
|
|
return;
|
|
}
|
|
|
|
if (autocam && cl_hightrack) {
|
|
Cam_CheckHighTarget ();
|
|
return;
|
|
}
|
|
|
|
if (locked) {
|
|
if ((cmd->buttons & BUTTON_JUMP) && (oldbuttons & BUTTON_JUMP))
|
|
return; // don't pogo stick
|
|
|
|
if (!(cmd->buttons & BUTTON_JUMP)) {
|
|
oldbuttons &= ~BUTTON_JUMP;
|
|
return;
|
|
}
|
|
oldbuttons |= BUTTON_JUMP; // don't jump again until released
|
|
}
|
|
// Sys_Printf ("Selecting track target...\n");
|
|
|
|
if (locked && autocam)
|
|
end = (spec_track + 1) % MAX_CLIENTS;
|
|
else
|
|
end = spec_track;
|
|
i = end;
|
|
do {
|
|
s = &cl.players[i];
|
|
if (s->name && s->name->value[0] && !s->spectator) {
|
|
Cam_Lock (i);
|
|
ideal_track = i;
|
|
return;
|
|
}
|
|
i = (i + 1) % MAX_CLIENTS;
|
|
} while (i != end);
|
|
// stay on same guy?
|
|
i = spec_track;
|
|
s = &cl.players[i];
|
|
if (s->name && s->name->value[0] && !s->spectator) {
|
|
Cam_Lock (i);
|
|
ideal_track = i;
|
|
return;
|
|
}
|
|
Sys_Printf ("No target found ...\n");
|
|
autocam = locked = false;
|
|
}
|
|
|
|
void
|
|
Cam_Reset (void)
|
|
{
|
|
autocam = CAM_NONE;
|
|
spec_track = 0;
|
|
ideal_track = 0;
|
|
}
|
|
|
|
void
|
|
CL_Cam_Init_Cvars (void)
|
|
{
|
|
Cvar_Register (&cl_camera_maxpitch_cvar, 0, 0);
|
|
Cvar_Register (&cl_camera_maxyaw_cvar, 0, 0);
|
|
Cvar_Register (&cl_chasecam_cvar, 0, 0);
|
|
Cvar_Register (&cl_hightrack_cvar, 0, 0);
|
|
}
|