Attempting to intergrate zcam better into rq3 and a fix for lights.wav

This commit is contained in:
Richard Allen 2002-02-10 16:26:55 +00:00
parent 2ec2b9a5d2
commit 2d6513af0b
4 changed files with 55 additions and 36 deletions

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.36 2002/02/10 16:26:55 jbravo
// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
//
// Revision 1.35 2002/01/24 14:20:53 jbravo
// Adding func_explosive and a few new surfaceparms
//
@ -2215,7 +2218,9 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
// JBravo: LCA soundevents.
case RQ3_SOUND_LIGHTS:
if ( es->number == cg.snap->ps.clientNum )
CG_AddBufferedSound(cgs.media.lightsSound);
// CG_AddBufferedSound(cgs.media.lightsSound);
trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.lightsSound);
// trap_S_StartLocalSound( cgs.media.lightsSound, CHAN_ANNOUNCER );
break;
case RQ3_SOUND_CAMERA:
if ( es->number == cg.snap->ps.clientNum )

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.36 2002/02/10 16:26:55 jbravo
// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
//
// Revision 1.35 2002/02/07 23:01:07 slicer
// Small fix..
//
@ -1180,6 +1183,10 @@ void ClientBegin( int clientNum ) {
// JBravo: if teamplay and the client has not been on teams, make them a spectator.
if ( g_gametype.integer == GT_TEAMPLAY && client->sess.savedTeam != TEAM_RED && client->sess.savedTeam != TEAM_BLUE ) {
client->sess.sessionTeam = TEAM_SPECTATOR;
client->sess.spectatorState = SPECTATOR_FREE;
#ifdef __ZCAM__
client->camera->mode = CAMERA_MODE_FLIC;
#endif
}
if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/02/10 16:26:55 jbravo
// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
//
// Revision 1.4 2002/02/09 01:06:36 jbravo
// Added zcam files
//
@ -50,41 +53,6 @@ gentity_t *PlayerToTrack (gentity_t *ent, gentity_t *target1st);
#define SWING_FOV_FACTOR 1.25F
#define SWING_MSG_TIME 1000
/* 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;
#ifndef min
#define min(a, b) ((a) < (b) ? (a) : (b))
#endif

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@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.5 2002/02/10 16:26:55 jbravo
// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
//
// Revision 1.4 2002/02/09 01:07:14 jbravo
// Added zcam files
//
@ -38,5 +41,41 @@ void camera_disconnect (gentity_t *ent);
void camera_think (gentity_t *ent);
void camera_cmd (gentity_t *ent);
// 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__ */