73 lines
1.7 KiB
C
73 lines
1.7 KiB
C
// chase.c -- chase camera code
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#include "quakedef.h"
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cvar_t chase_back = {"chase_back", "100"};
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cvar_t chase_up = {"chase_up", "16"};
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cvar_t chase_right = {"chase_right", "0"};
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cvar_t chase_active = {"chase_active", "0"};
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vec3_t chase_pos;
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vec3_t chase_angles;
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vec3_t chase_dest;
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vec3_t chase_dest_angles;
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void Chase_Init (void)
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{
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Cvar_RegisterVariable (&chase_back);
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Cvar_RegisterVariable (&chase_up);
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Cvar_RegisterVariable (&chase_right);
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Cvar_RegisterVariable (&chase_active);
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}
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void 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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void 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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SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
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VectorCopy (trace.endpos, impact);
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}
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void Chase_Update (void)
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{
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int i;
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float dist;
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vec3_t forward, up, right;
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vec3_t dest, stop;
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// if can't see player, reset
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AngleVectors (cl.viewangles, forward, right, up);
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// calc exact destination
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for (i=0 ; i<3 ; i++)
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chase_dest[i] = r_refdef.vieworg[i]
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- forward[i]*chase_back.value
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- right[i]*chase_right.value;
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chase_dest[2] = r_refdef.vieworg[2] + chase_up.value;
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// find the spot the player is looking at
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VectorMA (r_refdef.vieworg, 4096, forward, dest);
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TraceLine (r_refdef.vieworg, dest, stop);
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// calculate pitch to look at the same spot from camera
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VectorSubtract (stop, r_refdef.vieworg, stop);
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dist = DotProduct (stop, forward);
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if (dist < 1)
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dist = 1;
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r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180;
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// move towards destination
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VectorCopy (chase_dest, r_refdef.vieworg);
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}
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