// leave this line at the top for all g_xxxx.cpp files... #include "g_headers.h" //g_camera.cpp #include "g_local.h" //#include "Q3_Interface.h" //#include "anims.h" //#include "b_local.h" #include "..\cgame\cg_camera.h" #include "g_functions.h" /* #define MAX_CAMERA_GROUP_SUBJECTS 16 void misc_camera_focus_think (gentity_t *self) { //Check to see if I should stop? gi.linkentity(self); self->nextthink = level.time + FRAMETIME; } void misc_camera_focus_use (gentity_t *self, gentity_t *other, gentity_t *activator) { G_ActivateBehavior(self,BSET_USE); //First, find everyone in my cameraGroup, if I have one //Now find my first path_corner, if I have one //Start thinking self->e_ThinkFunc = thinkF_misc_camera_focus_think; misc_camera_focus_think(self); self->e_clThinkFunc = clThinkF_CG_MiscCameraFocusThink; // blurgh!... self->s.eType = ET_THINKER; self->aimDebounceTime = level.time; } */ /*QUAK-ED misc_camera_focus (0 0 1) (-4 -4 -4) (4 4 4) lerptostart LERPTOSTART - With interpolate from camera's current angles to this thing's start angle instead of snapping to it, which is the default behavior The focal point for a camera in a scene "targetname" - Use it to get it to find it's cameraGroup and start tracking it, also get started on it's path, if any "cameraGroup" - will find all ents in this group and pick a point in the center of that group. "speed" angular speed modifier - 100 is normal */ void SP_misc_camera_focus (gentity_t *self) { if(!self->targetname) { gi.Printf(S_COLOR_RED"ERROR: misc_camera_focus with no targetname\n"); G_FreeEntity(self); return; } /* if(self->speed > 0) { self->moveInfo.aspeed = self->speed; } else { self->moveInfo.aspeed = 100.f; } */ self->speed = 0; self->script_targetname = self->targetname; // self->e_UseFunc = useF_misc_camera_focus_use; } /* void misc_camera_track_think (gentity_t *self) { vec3_t vec; float dist; //Check to see if I should stop? gi.linkentity(self); if(self->enemy) {//We're already heading to a path_corner VectorSubtract(self->currentOrigin, self->s.origin2, vec); dist = VectorLengthSquared(vec); if(dist < 256)//16 squared { G_UseTargets(self, self); self->target = self->enemy->target; self->enemy = NULL; } } if( !self->enemy) { if( self->target && self->target[0] ) {//Find out next path_corner self->enemy = G_Find(NULL, FOFS(targetname), self->target); if(self->enemy) { if(self->enemy->radius < 0) {//Don't bother trying to maintain a radius self->radius = 0; self->moveInfo.speed = self->speed/10.0f; } else if(self->enemy->radius > 0) { self->radius = self->enemy->radius; } if(self->enemy->speed < 0) {//go back to our default speed self->moveInfo.speed = self->speed/10.0f; } else if(self->enemy->speed > 0) { self->moveInfo.speed = self->enemy->speed/10.0f; } } } else {//stop thinking if this is the last one self->e_ThinkFunc = thinkF_NULL; self->e_clThinkFunc = clThinkF_NULL; self->s.eType = ET_GENERAL; self->nextthink = -1; } } if(self->enemy) {//clThink will lerp this VectorCopy(self->enemy->currentOrigin, self->s.origin2); } self->nextthink = level.time + FRAMETIME; } void misc_camera_track_use (gentity_t *self, gentity_t *other, gentity_t *activator) { G_ActivateBehavior(self,BSET_USE); //Start thinking self->e_ThinkFunc = thinkF_misc_camera_track_think; misc_camera_track_think(self); self->e_clThinkFunc = clThinkF_CG_MiscCameraTrackThink; self->s.eType = ET_THINKER; } */ /*QUAK-ED misc_camera_track (0 0 1) (-4 -4 -4) (4 4 4) The track for a camera to stay on "targetname" - Use it to get it started on it's path "target" - First point on it's path - if misc_camera_focus is on a path, it will pick the point on it's path closest to the above calced point use "path_corner"s - path it should stay on- if that path_corner has a speed value, it will use this as it's speed to the next path_corner "speed" - How quickly to move, 0 by default "radius" - How far camera should try to stay from it's subject, default is 0 (dist doesn't matter), can pick this up from a path_corner too */ void SP_misc_camera_track (gentity_t *self) { if(!self->targetname || !self->targetname[0]) { gi.Printf(S_COLOR_RED"ERROR: misc_camera_track with no targetname\n"); G_FreeEntity(self); return; } self->script_targetname = self->targetname; //self->moveInfo.speed = self->speed/10; // self->e_UseFunc = useF_misc_camera_track_use; } //------------------------------------------------- // Bezier camera stuff //------------------------------------------------- void cam_point_link( gentity_t *ent ) { } void cam_ctrl_point_link( gentity_t *ent ) { /* gentity_t *target2 = NULL; target2 = G_Find( NULL, FOFS(targetname), ent->target2 ); if ( !target2 ) { // Bah, you fool! Target2 not found Com_Printf( "cam_point_link: target2 specified but not found: %s\n", ent->target2 ); G_FreeEntity( ent ); return; } // Store the control point here VectorCopy( target2->s.origin, ent->pos1 ); //--------------------- if ( ent->target ) { gentity_t *target = NULL; target = G_Find( NULL, FOFS(targetname), ent->target ); if ( !target ) { // Bah, you fool! Target not found Com_Printf( "cam_point_link: target specified but not found: %s\n", ent->target ); G_FreeEntity( ent ); return; } ent->nextTrain = target; } */ } /*QUAK-ED cam_point (0.25 0 0.5) (-2 -2 -2) (2 2 2) Under development -- DONT USE ME!!!!! A camera point used to construct a camera bezier path Every cam_point MUST be targeted (target2) at one and only one control point */ void SP_cam_point( gentity_t *ent ) { /* if ( !ent->target2 ) { // Bah, you fool! Target2 not found so we have no idea how to make the curve Com_Printf( "cam_point_link: target2 was required but not found\n" ); G_FreeEntity( ent ); return; } // The thing we are targeting may not be spawned in yet so, wait a bit to try and link to it ent->e_ThinkFunc = thinkF_cam_ctrl_point_link; ent->nextthink = level.time + 200; // Save our position and link us up! G_SetOrigin( ent, ent->s.origin ); gi.linkentity( ent ); */ }