sky_camera: Fix not taking different camera position vectors into account,

this broke by accident a few commits ago. Apologies.
This commit is contained in:
Marco Cawthorne 2020-12-20 02:19:52 +01:00
parent ebdd55d397
commit 3d700a4fd7
3 changed files with 20 additions and 16 deletions

View file

@ -166,7 +166,7 @@ CSQC_UpdateView(float w, float h, float focus)
setproperty(VF_ENVMAP, "$whiteimage");
setproperty(VF_ORIGIN, g_vecCubePos);
setproperty(VF_AFOV, 90);
SkyCamera_Setup();
SkyCamera_Setup(g_vecCubePos);
renderscene();
return;
}
@ -290,7 +290,7 @@ CSQC_UpdateView(float w, float h, float focus)
}
setproperty(VF_DRAWWORLD, 1);
SkyCamera_Setup();
SkyCamera_Setup(getproperty(VF_ORIGIN));
/* draw the viewmodel in a second pass if desired */
if (autocvar_r_viewmodelpass) {

View file

@ -26,7 +26,7 @@ View_Init(void)
pSeat->m_eViewModel.classname = "vm";
pSeat->m_eViewModel.renderflags = RF_DEPTHHACK;
pSeat->m_eViewModel.effects |= EF_NOSHADOW;
pSeat->m_eMuzzleflash = spawn();
pSeat->m_eMuzzleflash.classname = "mflash";
pSeat->m_eMuzzleflash.renderflags = RF_ADDITIVE;
@ -89,7 +89,6 @@ void
View_CalcBob(void)
{
float cycle;
vector vel;
if (self.flags & FL_ONGROUND == -1) {
@ -133,7 +132,8 @@ Really convoluted function that makes the gun,
muzzleflash, dynamic lights and so on appear
====================
*/
void View_DrawViewModel(void)
void
View_DrawViewModel(void)
{
entity m_eViewModel = pSeat->m_eViewModel;
entity m_eMuzzleflash = pSeat->m_eMuzzleflash;
@ -207,7 +207,8 @@ void View_DrawViewModel(void)
}
}
void View_PostDraw(void)
void
View_PostDraw(void)
{
entity m_eMuzzleflash = pSeat->m_eMuzzleflash;
@ -217,7 +218,8 @@ void View_PostDraw(void)
}
}
void View_Stairsmooth(void)
void
View_Stairsmooth(void)
{
vector currentpos = pSeat->m_vecPredictedOrigin;
vector endpos = currentpos;
@ -253,14 +255,16 @@ Resets the timeline and plays a new sequence
onto the view model
====================
*/
void View_PlayAnimation(int iSequence)
void
View_PlayAnimation(int iSequence)
{
pSeat->m_eViewModel.frame = (float)iSequence;
player pl = (player)pSeat->m_ePlayer;
pl.weapontime = 0.0f;
}
int View_GetAnimation(void)
int
View_GetAnimation(void)
{
return pSeat->m_eViewModel.frame;
}

View file

@ -62,20 +62,20 @@ sky_camera::sky_camera(void)
}
void
SkyCamera_Setup(void)
SkyCamera_Setup(vector org)
{
if (g_skyscale != 0 && g_skypos) {
vector porg;
vector realpos;
if (autocvar_dev_skyscale) {
realpos[0] = g_vecCubePos[0] / autocvar_dev_skyscale;
realpos[1] = g_vecCubePos[1] / autocvar_dev_skyscale;
realpos[2] = g_vecCubePos[2] / autocvar_dev_skyscale;
realpos[0] = org[0] / autocvar_dev_skyscale;
realpos[1] = org[1] / autocvar_dev_skyscale;
realpos[2] = org[2] / autocvar_dev_skyscale;
} else {
realpos[0] = g_vecCubePos[0] / g_skyscale;
realpos[1] = g_vecCubePos[1] / g_skyscale;
realpos[2] = g_vecCubePos[2] / g_skyscale;
realpos[0] = org[0] / g_skyscale;
realpos[1] = org[1] / g_skyscale;
realpos[2] = org[2] / g_skyscale;
}
setproperty(VF_SKYROOM_CAMERA, g_skypos + realpos);
}