//----------------------------------------------------------------------------- // // $Id$ // //----------------------------------------------------------------------------- // // $Log$ // 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" // // 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 // // Revision 1.4 2002/02/09 01:07:14 jbravo // Added zcam files // // //----------------------------------------------------------------------------- /* * 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__ */