mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2025-03-21 18:31:37 +00:00
Camera adjustin's
- Look backward button works - Increased default cam_speed, from 0.3 to 0.45. This is the highest value that I think doesn't look overly stiff. - Removed bobbing in first person I was trying to do the camera angle thing that we've been talking about for a while, but I can't get it to work well.
This commit is contained in:
parent
43842468cf
commit
bb6694a72b
7 changed files with 147 additions and 178 deletions
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@ -244,7 +244,6 @@ typedef enum
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k_lakitu, // Timer for Lakitu to carry and drop the player
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k_throwdir, // Held dir of controls; 1 = forward, 0 = none, -1 = backward (was "player->heldDir")
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k_camspin, // Used to 180 the camera while a button is held
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k_lapanimation, // Used to make a swoopy lap lakitu, maybe other effects in the future
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k_cardanimation, // Used to determine the position of some full-screen Battle Mode graphics
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k_sounds, // Used this to stop and then force music restores as it hits zero
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@ -356,9 +355,9 @@ typedef struct player_s
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// Base height above floor for viewz.
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fixed_t viewheight;
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// Bob/squat speed.
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fixed_t deltaviewheight;
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//fixed_t deltaviewheight;
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// bounded/scaled total momentum.
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fixed_t bob;
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//fixed_t bob;
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// Mouse aiming, where the guy is looking at!
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// It is updated with cmd->aiming.
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214
src/g_game.c
214
src/g_game.c
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@ -1160,6 +1160,7 @@ static INT32 JoyAxis(axis_input_e axissel, UINT8 p)
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//
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INT32 localaiming, localaiming2, localaiming3, localaiming4;
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angle_t localangle, localangle2, localangle3, localangle4;
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boolean camspin, camspin2, camspin3, camspin4;
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static fixed_t forwardmove[2] = {25<<FRACBITS>>16, 50<<FRACBITS>>16};
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static fixed_t sidemove[2] = {25<<FRACBITS>>16, 50<<FRACBITS>>16}; // faster!
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@ -1179,45 +1180,45 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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static INT32 turnheld, turnheld2, turnheld3, turnheld4; // for accelerative turning
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static boolean keyboard_look, keyboard_look2, keyboard_look3, keyboard_look4; // true if lookup/down using keyboard
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if (ssplayer == 2)
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switch (ssplayer)
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{
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player = &players[secondarydisplayplayer];
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thiscam = (player->bot == 2 ? &camera : &camera2);
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lang = localangle2;
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laim = localaiming2;
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th = turnheld2;
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kbl = keyboard_look2;
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G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1);
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}
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else if (ssplayer == 3)
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{
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player = &players[thirddisplayplayer];
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thiscam = &camera3;
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lang = localangle3;
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laim = localaiming3;
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th = turnheld3;
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kbl = keyboard_look3;
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G_CopyTiccmd(cmd, I_BaseTiccmd3(), 1);
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}
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else if (ssplayer == 4)
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{
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player = &players[fourthdisplayplayer];
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thiscam = &camera4;
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lang = localangle4;
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laim = localaiming4;
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th = turnheld4;
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kbl = keyboard_look4;
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G_CopyTiccmd(cmd, I_BaseTiccmd4(), 1);
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}
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else
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{
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player = &players[consoleplayer];
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thiscam = &camera;
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lang = localangle;
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laim = localaiming;
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th = turnheld;
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kbl = keyboard_look;
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G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
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case 2:
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player = &players[secondarydisplayplayer];
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thiscam = (player->bot == 2 ? &camera : &camera2);
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lang = localangle2;
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laim = localaiming2;
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th = turnheld2;
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kbl = keyboard_look2;
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G_CopyTiccmd(cmd, I_BaseTiccmd2(), 1);
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break;
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case 3:
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player = &players[thirddisplayplayer];
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thiscam = &camera3;
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lang = localangle3;
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laim = localaiming3;
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th = turnheld3;
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kbl = keyboard_look3;
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G_CopyTiccmd(cmd, I_BaseTiccmd3(), 1);
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break;
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case 4:
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player = &players[fourthdisplayplayer];
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thiscam = &camera4;
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lang = localangle4;
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laim = localaiming4;
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th = turnheld4;
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kbl = keyboard_look4;
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G_CopyTiccmd(cmd, I_BaseTiccmd4(), 1);
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break;
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case 1:
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default:
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player = &players[consoleplayer];
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thiscam = &camera;
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lang = localangle;
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laim = localaiming;
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th = turnheld;
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kbl = keyboard_look;
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G_CopyTiccmd(cmd, I_BaseTiccmd(), 1); // empty, or external driver
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break;
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}
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// why build a ticcmd if we're paused?
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@ -1229,41 +1230,41 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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return;
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}
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if (ssplayer == 2)
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switch (ssplayer)
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{
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mouseaiming = (PLAYER2INPUTDOWN(gc_mouseaiming)) ^ cv_alwaysfreelook2.value;
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invertmouse = cv_invertmouse2.value;
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lookaxis = cv_lookaxis2.value;
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analogjoystickmove = cv_usejoystick2.value && !Joystick2.bGamepadStyle;
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gamepadjoystickmove = cv_usejoystick2.value && Joystick2.bGamepadStyle;
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analog = cv_analog2.value;
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}
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else if (ssplayer == 3)
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{
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mouseaiming = false;
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invertmouse = false;
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lookaxis = cv_lookaxis3.value;
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analogjoystickmove = cv_usejoystick3.value && !Joystick3.bGamepadStyle;
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gamepadjoystickmove = cv_usejoystick3.value && Joystick3.bGamepadStyle;
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analog = cv_analog3.value;
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}
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else if (ssplayer == 4)
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{
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mouseaiming = false;
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invertmouse = false;
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lookaxis = cv_lookaxis4.value;
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analogjoystickmove = cv_usejoystick4.value && !Joystick4.bGamepadStyle;
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gamepadjoystickmove = cv_usejoystick4.value && Joystick4.bGamepadStyle;
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analog = cv_analog4.value;
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}
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else
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{
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mouseaiming = (PLAYER1INPUTDOWN(gc_mouseaiming)) ^ cv_alwaysfreelook.value;
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invertmouse = cv_invertmouse.value;
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lookaxis = cv_lookaxis.value;
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analogjoystickmove = cv_usejoystick.value && !Joystick.bGamepadStyle;
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gamepadjoystickmove = cv_usejoystick.value && Joystick.bGamepadStyle;
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analog = cv_analog.value;
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case 2:
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mouseaiming = (PLAYER2INPUTDOWN(gc_mouseaiming)) ^ cv_alwaysfreelook2.value;
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invertmouse = cv_invertmouse2.value;
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lookaxis = cv_lookaxis2.value;
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analogjoystickmove = cv_usejoystick2.value && !Joystick2.bGamepadStyle;
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gamepadjoystickmove = cv_usejoystick2.value && Joystick2.bGamepadStyle;
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analog = cv_analog2.value;
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break;
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case 3:
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mouseaiming = false;
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invertmouse = false;
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lookaxis = cv_lookaxis3.value;
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analogjoystickmove = cv_usejoystick3.value && !Joystick3.bGamepadStyle;
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gamepadjoystickmove = cv_usejoystick3.value && Joystick3.bGamepadStyle;
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analog = cv_analog3.value;
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break;
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case 4:
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mouseaiming = false;
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invertmouse = false;
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lookaxis = cv_lookaxis4.value;
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analogjoystickmove = cv_usejoystick4.value && !Joystick4.bGamepadStyle;
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gamepadjoystickmove = cv_usejoystick4.value && Joystick4.bGamepadStyle;
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analog = cv_analog4.value;
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break;
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case 1:
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default:
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mouseaiming = (PLAYER1INPUTDOWN(gc_mouseaiming)) ^ cv_alwaysfreelook.value;
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invertmouse = cv_invertmouse.value;
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lookaxis = cv_lookaxis.value;
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analogjoystickmove = cv_usejoystick.value && !Joystick.bGamepadStyle;
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gamepadjoystickmove = cv_usejoystick.value && Joystick.bGamepadStyle;
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analog = cv_analog.value;
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break;
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}
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turnright = InputDown(gc_turnright, ssplayer);
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@ -1429,6 +1430,9 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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if (InputDown(gc_spectate, ssplayer))
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cmd->buttons |= BT_SPECTATE;
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// SRB2Kart: look backward
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if (InputDown(gc_lookback, ssplayer))
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// Lua scriptable buttons
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if (InputDown(gc_custom1, ssplayer))
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cmd->buttons |= BT_CUSTOM1;
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}
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*/
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/*
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if (InputDown(gc_lookback, ssplayer))
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{
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if (thiscam->chase && !player->kartstuff[k_camspin])
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player->kartstuff[k_camspin] = 1;
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}
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else if (player->kartstuff[k_camspin] > 0)
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player->kartstuff[k_camspin] = -1;
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*/
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// jump button
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if (InputDown(gc_jump, ssplayer))
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cmd->buttons |= BT_JUMP;
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@ -1608,33 +1602,37 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
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cmd->angleturn = (INT16)(lang >> 16);
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}
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if (ssplayer == 2)
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switch (ssplayer)
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{
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localangle2 = lang;
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localaiming2 = laim;
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keyboard_look2 = kbl;
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turnheld2 = th;
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}
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else if (ssplayer == 3)
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{
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localangle3 = lang;
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localaiming3 = laim;
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keyboard_look3 = kbl;
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turnheld3 = th;
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}
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else if (ssplayer == 4)
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{
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localangle4 = lang;
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localaiming4 = laim;
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keyboard_look4 = kbl;
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turnheld4 = th;
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}
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else
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{
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localangle = lang;
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localaiming = laim;
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keyboard_look = kbl;
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turnheld = th;
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case 2:
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localangle2 = lang;
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localaiming2 = laim;
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keyboard_look2 = kbl;
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turnheld2 = th;
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camspin2 = InputDown(gc_lookback, ssplayer);
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break;
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case 3:
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localangle3 = lang;
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localaiming3 = laim;
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keyboard_look3 = kbl;
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turnheld3 = th;
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camspin3 = InputDown(gc_lookback, ssplayer);
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break;
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case 4:
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localangle4 = lang;
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localaiming4 = laim;
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keyboard_look4 = kbl;
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turnheld4 = th;
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camspin4 = InputDown(gc_lookback, ssplayer);
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break;
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case 1:
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default:
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localangle = lang;
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localaiming = laim;
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keyboard_look = kbl;
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turnheld = th;
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camspin = InputDown(gc_lookback, ssplayer);
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break;
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}
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//Reset away view if a command is given.
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@ -82,6 +82,7 @@ INT16 G_SoftwareClipAimingPitch(INT32 *aiming);
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extern angle_t localangle, localangle2, localangle3, localangle4;
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extern INT32 localaiming, localaiming2, localaiming3, localaiming4; // should be an angle_t but signed
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extern boolean camspin, camspin2, camspin3, camspin4; // SRB2Kart
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//
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// GAME
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@ -112,10 +112,10 @@ static int player_get(lua_State *L)
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lua_pushfixed(L, plr->viewz);
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else if (fastcmp(field,"viewheight"))
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lua_pushfixed(L, plr->viewheight);
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else if (fastcmp(field,"deltaviewheight"))
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/*else if (fastcmp(field,"deltaviewheight"))
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lua_pushfixed(L, plr->deltaviewheight);
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else if (fastcmp(field,"bob"))
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lua_pushfixed(L, plr->bob);
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lua_pushfixed(L, plr->bob);*/
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else if (fastcmp(field,"aiming"))
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lua_pushangle(L, plr->aiming);
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else if (fastcmp(field,"health"))
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@ -371,10 +371,10 @@ static int player_set(lua_State *L)
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plr->viewz = luaL_checkfixed(L, 3);
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else if (fastcmp(field,"viewheight"))
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plr->viewheight = luaL_checkfixed(L, 3);
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else if (fastcmp(field,"deltaviewheight"))
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/*else if (fastcmp(field,"deltaviewheight"))
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plr->deltaviewheight = luaL_checkfixed(L, 3);
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else if (fastcmp(field,"bob"))
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plr->bob = luaL_checkfixed(L, 3);
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plr->bob = luaL_checkfixed(L, 3);*/
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else if (fastcmp(field,"aiming")) {
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plr->aiming = luaL_checkangle(L, 3);
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if (plr == &players[consoleplayer])
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@ -1130,7 +1130,7 @@ void OP_ObjectplaceMovement(player_t *player)
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player->mo->eflags &= ~MFE_VERTICALFLIP;
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// make sure viewz follows player if in 1st person mode
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player->deltaviewheight = 0;
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//player->deltaviewheight = 0;
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player->viewheight = FixedMul(cv_viewheight.value << FRACBITS, player->mo->scale);
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if (player->mo->eflags & MFE_VERTICALFLIP)
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player->viewz = player->mo->z + player->mo->height - player->viewheight;
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@ -2738,8 +2738,8 @@ static void P_PlayerZMovement(mobj_t *mo)
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else
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mo->player->viewheight -= mo->floorz - mo->z;
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mo->player->deltaviewheight =
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(FixedMul(cv_viewheight.value<<FRACBITS, mo->scale) - mo->player->viewheight)>>3;
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/*mo->player->deltaviewheight =
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(FixedMul(cv_viewheight.value<<FRACBITS, mo->scale) - mo->player->viewheight)>>3;*/
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}
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// adjust height
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@ -2812,8 +2812,9 @@ static void P_PlayerZMovement(mobj_t *mo)
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mo->pmomz = 0; // We're on a new floor, don't keep doing platform movement.
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// Squat down. Decrease viewheight for a moment after hitting the ground (hard),
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if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale))
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/*if (P_MobjFlip(mo)*mo->momz < -FixedMul(8*FRACUNIT, mo->scale))
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mo->player->deltaviewheight = (P_MobjFlip(mo)*mo->momz)>>3; // make sure momz is negative
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*/
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if (!tmfloorthing || tmfloorthing->flags & (MF_PUSHABLE|MF_MONITOR)
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|| tmfloorthing->flags2 & MF2_STANDONME || tmfloorthing->type == MT_PLAYER) // Spin Attack
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88
src/p_user.c
88
src/p_user.c
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@ -63,7 +63,7 @@ static void P_NukeAllPlayers(player_t *player);
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//
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// 16 pixels of bob
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#define MAXBOB (0x10 << FRACBITS)
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//#define MAXBOB (0x10 << FRACBITS)
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static boolean onground;
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@ -179,9 +179,9 @@ boolean P_AutoPause(void)
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//
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void P_CalcHeight(player_t *player)
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{
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INT32 angle;
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fixed_t bob;
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fixed_t pviewheight;
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//INT32 angle;
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//fixed_t bob;
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//fixed_t pviewheight;
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mobj_t *mo = player->mo;
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// Regular movement bobbing.
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@ -190,11 +190,11 @@ void P_CalcHeight(player_t *player)
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// Note: a LUT allows for effects
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// like a ramp with low health.
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player->bob = (FixedMul(player->rmomx,player->rmomx)
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/*player->bob = (FixedMul(player->rmomx,player->rmomx)
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+ FixedMul(player->rmomy,player->rmomy))>>2;
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if (player->bob > FixedMul(MAXBOB, mo->scale))
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player->bob = FixedMul(MAXBOB, mo->scale);
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player->bob = FixedMul(MAXBOB, mo->scale);*/
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if (!P_IsObjectOnGround(mo))
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{
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@ -213,13 +213,13 @@ void P_CalcHeight(player_t *player)
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return;
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}
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angle = (FINEANGLES/20*localgametic)&FINEMASK;
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bob = FixedMul(player->bob/2, FINESINE(angle));
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//angle = (FINEANGLES/20*localgametic)&FINEMASK;
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//bob = FixedMul(player->bob/2, FINESINE(angle));
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// move viewheight
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pviewheight = FixedMul(cv_viewheight.value << FRACBITS, mo->scale); // default eye view height
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player->viewheight = FixedMul(cv_viewheight.value << FRACBITS, mo->scale); // default eye view height
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if (player->playerstate == PST_LIVE)
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/*if (player->playerstate == PST_LIVE)
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{
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player->viewheight += player->deltaviewheight;
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@ -242,12 +242,12 @@ void P_CalcHeight(player_t *player)
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if (!player->deltaviewheight)
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player->deltaviewheight = 1;
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}
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}
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}*/
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if (player->mo->eflags & MFE_VERTICALFLIP)
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player->viewz = mo->z + mo->height - player->viewheight - bob;
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player->viewz = mo->z + mo->height - player->viewheight; //- bob
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else
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player->viewz = mo->z + player->viewheight + bob;
|
||||
player->viewz = mo->z + player->viewheight; //+ bob
|
||||
|
||||
if (player->viewz > mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale))
|
||||
player->viewz = mo->ceilingz-FixedMul(4*FRACUNIT, mo->scale);
|
||||
|
@ -7992,7 +7992,7 @@ void P_FindEmerald(void)
|
|||
static void P_DeathThink(player_t *player)
|
||||
{
|
||||
ticcmd_t *cmd = &player->cmd;
|
||||
player->deltaviewheight = 0;
|
||||
//player->deltaviewheight = 0;
|
||||
|
||||
if (player->deadtimer < INT32_MAX)
|
||||
player->deadtimer++;
|
||||
|
@ -8160,25 +8160,25 @@ static CV_PossibleValue_t CV_CamRotate[] = {{-720, "MIN"}, {720, "MAX"}, {0, NUL
|
|||
consvar_t cv_cam_dist = {"cam_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam_height = {"cam_height", "50", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam_still = {"cam_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam_speed = {"cam_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam_speed = {"cam_speed", "0.45", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam_rotate = {"cam_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam_rotspeed = {"cam_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam2_dist = {"cam2_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam2_height = {"cam2_height", "50", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam2_still = {"cam2_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam2_speed = {"cam2_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam2_speed = {"cam2_speed", "0.45", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam2_rotate = {"cam2_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate2_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam2_rotspeed = {"cam2_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam3_dist = {"cam3_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam3_height = {"cam3_height", "50", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam3_still = {"cam3_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam3_speed = {"cam3_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam3_speed = {"cam3_speed", "0.45", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam3_rotate = {"cam3_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate3_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam3_rotspeed = {"cam3_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam4_dist = {"cam4_dist", "160", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam4_height = {"cam4_height", "50", CV_FLOAT|CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam4_still = {"cam4_still", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam4_speed = {"cam4_speed", "0.3", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam4_speed = {"cam4_speed", "0.45", CV_FLOAT|CV_SAVE, CV_CamSpeed, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam4_rotate = {"cam4_rotate", "0", CV_CALL|CV_NOINIT, CV_CamRotate, CV_CamRotate4_OnChange, 0, NULL, NULL, 0, 0, NULL};
|
||||
consvar_t cv_cam4_rotspeed = {"cam4_rotspeed", "10", CV_SAVE, rotation_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
|
||||
|
||||
|
@ -8244,7 +8244,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
angle_t angle = 0, focusangle = 0, focusaiming = 0;
|
||||
fixed_t x, y, z, dist, height, checkdist, viewpointx, viewpointy, camspeed, camdist, camheight, pviewheight;
|
||||
INT32 camrotate;
|
||||
boolean camstill, cameranoclip;
|
||||
boolean camstill, cameranoclip, lookback;
|
||||
mobj_t *mo;
|
||||
subsector_t *newsubsec;
|
||||
fixed_t f1, f2;
|
||||
|
@ -8353,6 +8353,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
camrotate = cv_cam_rotate.value;
|
||||
camdist = FixedMul(cv_cam_dist.value, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
camheight = FixedMul(cv_cam_height.value, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
lookback = camspin;
|
||||
}
|
||||
else if (thiscam == &camera2) // Camera 2
|
||||
{
|
||||
|
@ -8361,6 +8362,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
camrotate = cv_cam2_rotate.value;
|
||||
camdist = FixedMul(cv_cam2_dist.value, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
camheight = FixedMul(cv_cam2_height.value, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
lookback = camspin2;
|
||||
}
|
||||
else if (thiscam == &camera3) // Camera 3
|
||||
{
|
||||
|
@ -8369,6 +8371,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
camrotate = cv_cam3_rotate.value;
|
||||
camdist = FixedMul(cv_cam3_dist.value, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
camheight = FixedMul(cv_cam3_height.value, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
lookback = camspin3;
|
||||
}
|
||||
else // Camera 4
|
||||
{
|
||||
|
@ -8377,12 +8380,16 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
camrotate = cv_cam4_rotate.value;
|
||||
camdist = FixedMul(cv_cam4_dist.value, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
camheight = FixedMul(cv_cam4_height.value, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
lookback = camspin4;
|
||||
}
|
||||
|
||||
// SRB2kart - Camera flipper
|
||||
if (lookback)
|
||||
camrotate += 180;
|
||||
|
||||
#ifdef REDSANALOG
|
||||
if (P_AnalogMove(player) && (player->cmd.buttons & (BT_FORWARD|BT_BACKWARD)) == (BT_FORWARD|BT_BACKWARD)) {
|
||||
camstill = true;
|
||||
|
||||
if (camspeed < 4*FRACUNIT/5)
|
||||
camspeed = 4*FRACUNIT/5;
|
||||
}
|
||||
|
@ -8437,43 +8444,6 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
thiscam->angle = angle;
|
||||
}
|
||||
|
||||
// SRB2kart - Camera flipper
|
||||
if (!objectplacing && displayplayer == consoleplayer)
|
||||
{
|
||||
if (player->kartstuff[k_camspin] == 1)
|
||||
{
|
||||
if (thiscam == &camera)
|
||||
{
|
||||
CV_SetValue(&cv_cam_rotate, camrotate + 180);
|
||||
}
|
||||
else if (thiscam == &camera2)
|
||||
{
|
||||
CV_SetValue(&cv_cam2_rotate, camrotate + 180);
|
||||
}
|
||||
else if (thiscam == &camera3)
|
||||
{
|
||||
CV_SetValue(&cv_cam3_rotate, camrotate + 180);
|
||||
}
|
||||
else
|
||||
{
|
||||
CV_SetValue(&cv_cam4_rotate, camrotate + 180);
|
||||
}
|
||||
player->kartstuff[k_camspin] = 2;
|
||||
}
|
||||
if (player->kartstuff[k_camspin] == -1)
|
||||
{
|
||||
if (thiscam == &camera)
|
||||
{
|
||||
CV_SetValue(&cv_cam_rotate, camrotate - 180);
|
||||
}
|
||||
else
|
||||
{
|
||||
CV_SetValue(&cv_cam2_rotate, camrotate - 180);
|
||||
}
|
||||
player->kartstuff[k_camspin] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
/* // SRB2kart - camera controls are disabled... for now.
|
||||
if (!objectplacing && !(twodlevel || (mo->flags2 & MF2_TWOD)) && !(player->pflags & PF_NIGHTSMODE) && displayplayer == consoleplayer)
|
||||
{
|
||||
|
@ -8791,7 +8761,7 @@ boolean P_MoveChaseCamera(player_t *player, camera_t *thiscam, boolean resetcall
|
|||
|
||||
// point viewed by the camera
|
||||
// this point is just 64 unit forward the player
|
||||
dist = FixedMul(64 << FRACBITS, mo->scale);
|
||||
dist = FixedMul(64 << FRACBITS, mapheaderinfo[gamemap-1]->mobj_scale);
|
||||
viewpointx = mo->x + FixedMul(FINECOSINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
||||
viewpointy = mo->y + FixedMul(FINESINE((angle>>ANGLETOFINESHIFT) & FINEMASK), dist);
|
||||
|
||||
|
@ -10032,7 +10002,7 @@ void P_PlayerAfterThink(player_t *player)
|
|||
else
|
||||
{
|
||||
// defaults to make sure 1st person cam doesn't do anything weird on startup
|
||||
player->deltaviewheight = 0;
|
||||
//player->deltaviewheight = 0;
|
||||
player->viewheight = FixedMul(cv_viewheight.value << FRACBITS, player->mo->scale);
|
||||
if (player->mo->eflags & MFE_VERTICALFLIP)
|
||||
player->viewz = player->mo->z + player->mo->height - player->viewheight;
|
||||
|
|
Loading…
Reference in a new issue