reaction/code/game/zcam.h

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//-----------------------------------------------------------------------------
//
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// $Id$
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//
//-----------------------------------------------------------------------------
//
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// $Log$
// Revision 1.8 2002/06/16 20:06:14 jbravo
// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
//
2002-03-30 17:59:27 +00:00
// Revision 1.7 2002/03/30 17:59:27 jbravo
// Forgot a * on *ent
//
// Revision 1.6 2002/03/30 17:57:48 jbravo
// Two functions added to zcam.h for g_active.c
//
// Revision 1.5 2002/02/10 16:26:55 jbravo
// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
//
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// Revision 1.4 2002/02/09 01:07:14 jbravo
// Added zcam files
//
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//
//-----------------------------------------------------------------------------
/*
* ZCam v1.0.4
* Spectator Camera for Quake III Arena
* Copyright (C), 2001 by Avi "Zung!" Rozen
*
* http://www.telefragged.com/zungbang/zcam
*
* Credits:
* FLIC camera mode is based on code taken from q2cam by Paul Jordan
* SWING camera mode is based on ideas taken from CreepCam for Quake I
*
*/
#ifndef __ZCAM_H__
#define __ZCAM_H__
#define MAX_VISIBLE_RANGE 1000
void camera_init(void);
void camera_shutdown(void);
void camera_state_save(gclient_t * client);
void camera_state_load(gclient_t * client);
void camera_begin(gentity_t * ent);
void camera_disconnect(gentity_t * ent);
void camera_think(gentity_t * ent);
void camera_cmd(gentity_t * ent);
void CameraFlicBegin(gentity_t * ent);
void CameraSwingCycle(gentity_t * ent, int dir);
// JBravo: moved from zcam.c to here:
/* camera mode */
typedef enum camera_mode_e {
CAMERA_MODE_FLIC,
CAMERA_MODE_SWING
} camera_mode_t;
/* camera data */
typedef struct camera_s {
camera_mode_t mode; // camera mode
// swing mode
float swing_distance; // distance behind player
float swing_height; // height of camera
float swing_angle; // angle of camera
float swing_yaw; // yaw of camera
float swing_pitch; // pitch of camera
gentity_t *swing_target;
gentity_t *swing_secondry_target;
vec3_t swing_last_viewangles;
float swing_msg_time;
// flic mode
gentity_t *flic_target;
qboolean flic_watching_the_dead;
qboolean flic_watching_the_wall;
vec3_t flic_dead_origin;
float flic_xy_lag;
float flic_z_lag;
float flic_angle_lag;
float flic_last_move_time;
float flic_last_switch_time;
qboolean flic_override; // signal that player must be followed
} camera_t;
#endif /* __ZCAM_H__ */