Second Spectator Mode

- Looks same as deathcam
- Player can also now fly about the map in deathcam/spectator mode 2 using the off hand thumbstick
This commit is contained in:
Simon 2022-03-13 11:01:26 +00:00
parent e3ec4191f7
commit 3fb6a4945a
8 changed files with 67 additions and 40 deletions

View file

@ -2784,10 +2784,11 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
//Just move camera down about 20cm
heightOffset = -0.2f;
}
else if (( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) &&
( cg.snap->ps.pm_type != PM_INTERMISSION ))
else if ((( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) &&
( cg.snap->ps.pm_type != PM_INTERMISSION )) ||
(cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON_2))
{
worldscale *= DEATH_WORLDSCALE_MULTIPLIER;
worldscale *= SPECTATOR2_WORLDSCALE_MULTIPLIER;
//Just move camera down about 50cm
heightOffset = -0.5f;
}
@ -2812,7 +2813,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
if (cg.snap->ps.stats[STAT_HEALTH] > 0 &&
//Don't use fake positional if following another player - this is handled in the
//VR third person code
!( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON)))
!( cg.demoPlayback || CG_IsThirdPersonFollowMode()))
{
vec3_t pos, hmdposition, vieworg;
VectorClear(pos);

View file

@ -77,7 +77,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define NUM_CROSSHAIRS 10
//multiplying size you go to when dead looking down on the match
#define DEATH_WORLDSCALE_MULTIPLIER 30
#define SPECTATOR2_WORLDSCALE_MULTIPLIER 30
#define SPECTATOR_WORLDSCALE_MULTIPLIER 10
#define PLAYER_HEIGHT 48
@ -1265,6 +1265,7 @@ void CG_TestModelPrevSkin_f (void);
void CG_ZoomDown_f( void );
void CG_ZoomUp_f( void );
void CG_AddBufferedSound( sfxHandle_t sfx);
qboolean CG_IsThirdPersonFollowMode( void );
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );

View file

@ -1998,7 +1998,7 @@ static void CG_PlayerSprites( centity_t *cent ) {
//Put a sprite over the followed player's head
if ( cent->currentState.number == cg.snap->ps.clientNum &&
cg.renderingThirdPerson &&
(cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON)) {
CG_IsThirdPersonFollowMode()) {
CG_PlayerFloatSprite( cent, cgs.media.friendShader );
return;
}

View file

@ -227,7 +227,9 @@ CG_OffsetVRThirdPersonView
static void CG_OffsetVRThirdPersonView( void ) {
float scale = 1.0f;
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON))
//Follow mode 1
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW &&
vr->follow_mode == VRFM_THIRDPERSON))
{
scale *= SPECTATOR_WORLDSCALE_MULTIPLIER;
@ -248,11 +250,20 @@ static void CG_OffsetVRThirdPersonView( void ) {
VectorMA( cg.vr_vieworigin, -60, forward, cg.vr_vieworigin );
}
}
else if (( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) &&
( cg.predictedPlayerState.pm_type != PM_INTERMISSION ))
//Death or follow mode 2
else if ((( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) &&
( cg.predictedPlayerState.pm_type != PM_INTERMISSION )) ||
(cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON_2))
{
scale *= DEATH_WORLDSCALE_MULTIPLIER;
VectorCopy(cg.refdef.vieworg, cg.vr_vieworigin);
scale *= SPECTATOR2_WORLDSCALE_MULTIPLIER;
//Move camera if the user is pushing thumbstick
vec3_t angles, forward, right, up;
VectorCopy(vr->offhandangles, angles);
angles[YAW] += (vr->clientviewangles[YAW] - vr->hmdorientation[YAW]);
AngleVectors(angles, forward, right, up);
VectorMA(cg.vr_vieworigin, vr->thumbstick_location[THUMB_LEFT][1] * 5.0f, forward, cg.vr_vieworigin);
VectorMA(cg.vr_vieworigin, vr->thumbstick_location[THUMB_LEFT][0] * 5.0f, right, cg.vr_vieworigin);
}
{
@ -664,7 +675,7 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
trap_Cvar_Set( "vr_noSkybox", (((ps->stats[STAT_HEALTH] <= 0) &&
( ps->pm_type != PM_INTERMISSION )) ||
cg.demoPlayback ||
(cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON) ? "1" : "0" ));
CG_IsThirdPersonFollowMode() ? "1" : "0" ));
// intermission view
static float hmdYaw = 0;
@ -721,12 +732,14 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
if (( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) &&
( cg.predictedPlayerState.pm_type != PM_INTERMISSION ) ||
( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON)))
( cg.demoPlayback || CG_IsThirdPersonFollowMode()))
{
//If dead, or spectating, view the map from above
CG_OffsetVRThirdPersonView();
}
else if ( cg.renderingThirdPerson )
else
{
if (cg.renderingThirdPerson)
{
// back away from character
CG_OffsetThirdPersonView();
@ -737,6 +750,10 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
CG_OffsetFirstPersonView();
}
//Reset this in case we die or follow
VectorCopy(cg.refdef.vieworg, cg.vr_vieworigin);
}
if (!cgs.localServer && stereoView == STEREO_LEFT)
{
vec3_t weaponorigin, weaponangles;
@ -808,7 +825,7 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
angles[ROLL] = vr->hmdorientation[ROLL];
AnglesToAxis( angles, cg.refdef.viewaxis );
}
else if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON))
else if ( cg.demoPlayback || CG_IsThirdPersonFollowMode())
{
//If we're following someone,
vec3_t angles;
@ -838,7 +855,7 @@ static int CG_CalcViewValues( stereoFrame_t stereoView ) {
angles[YAW] = (cg.refdefViewAngles[YAW] - vr->hmdorientation[YAW]) + vr->weaponangles[YAW];
AnglesToAxis(angles, cg.refdef.viewaxis);
}
else if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON))
else if ( cg.demoPlayback || CG_IsThirdPersonFollowMode())
{
//If we're following someone,
vec3_t angles;
@ -918,6 +935,12 @@ static void CG_PlayBufferedSounds( void ) {
//=========================================================================
qboolean CG_IsThirdPersonFollowMode( void )
{
return cg.snap->ps.pm_flags & PMF_FOLLOW &&
(vr->follow_mode == VRFM_THIRDPERSON || vr->follow_mode == VRFM_THIRDPERSON_2);
}
/*
=================
CG_DrawActiveFrame
@ -971,7 +994,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demo
// decide on third person view
cg.renderingThirdPerson = cg.predictedPlayerState.pm_type == PM_SPECTATOR ||
cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW && vr->follow_mode == VRFM_THIRDPERSON) ||
cg.demoPlayback || CG_IsThirdPersonFollowMode() ||
cg_thirdPerson.integer;
// build cg.refdef

View file

@ -2110,9 +2110,9 @@ void CG_DrawWeaponSelector( void )
}
else //selectorMode == WS_HMD
{
if (length(vr->thumbstick_location[0], vr->thumbstick_location[1]) > 0.95f)
if (length(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]) > 0.95f)
{
float a = atan2(vr->thumbstick_location[0], vr->thumbstick_location[1]);
float a = atan2(vr->thumbstick_location[THUMB_RIGHT][0], vr->thumbstick_location[THUMB_RIGHT][1]);
x = sinf(a) * 0.95f;
y = cosf(a) * 0.95f;
}

View file

@ -5,10 +5,8 @@
#define NUM_WEAPON_SAMPLES 10
typedef enum {
VRFM_THIRDPERSON,
VRFM_FIRSTPERSON
} followMode_t;
#define THUMB_LEFT 0
#define THUMB_RIGHT 1
typedef struct {
qboolean weapon_stabilised;
@ -18,7 +16,7 @@ typedef struct {
qboolean right_handed;
qboolean virtual_screen;
qboolean local_server; // used in bg_pmove.c
followMode_t follow_mode;
vrFollowMode_t follow_mode;
qboolean weapon_select;
qboolean smooth_turning;
@ -50,7 +48,7 @@ typedef struct {
vec3_t offhandoffset_last[2];
vec3_t offhandposition;
vec2_t thumbstick_location;
vec2_t thumbstick_location[2]; //left / right thumbstick locations - used in cgame
//////////////////////////////////////
// Test stuff for weapon alignment

View file

@ -463,11 +463,8 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
char action[256];
vrController_t* controller = isRightController == qtrue ? &rightController : &leftController;
if (isRightController)
{
vr.thumbstick_location[0] = joystickX;
vr.thumbstick_location[1] = joystickY;
}
vr.thumbstick_location[isRightController][0] = joystickX;
vr.thumbstick_location[isRightController][1] = joystickY;
if (vr.virtual_screen ||
cl.snap.ps.pm_type == PM_INTERMISSION)
@ -995,7 +992,7 @@ static void IN_VRButtonsChanged( qboolean isRightController, uint32_t buttons )
if (cl.snap.ps.pm_flags & PMF_FOLLOW)
{
//Switch follow mode
vr.follow_mode = 1 - vr.follow_mode;
vr.follow_mode = (vr.follow_mode+1) % VRFM_NUM_FOLLOWMODES;
}
else
{

View file

@ -38,4 +38,11 @@ typedef enum {
WS_PREVNEXT
} weaponSelectorType_t;
typedef enum {
VRFM_THIRDPERSON, //Camera will auto move to keep up with player
VRFM_THIRDPERSON_2, //Camera is completely free movement with the thumbstick
VRFM_FIRSTPERSON, //Obvious isn't it?..
VRFM_NUM_FOLLOWMODES
} vrFollowMode_t;
#endif