{
if((autocvar_cl_chase_death && getstati(STAT_HEALTH) <= 0 && !intermission) || (autocvar_cl_chase_intermission && intermission))
{
- // We must set chase_active in order to get a third person view (1st person weapon model hidden and own player model showing).
- // Ideally, there should be another way to enable third person mode, such as an R_SetView() function specifically for this purpose.
-
+ // We must enable chase_active to get a third person view (weapon view model hidden and own player model showing).
+ // Ideally, there should be another way to enable third person cameras, such as an R_SetView() function.
if(!autocvar_chase_active)
- cvar_set("chase_active", "-1"); // -1 enables chase_active as well as marking it as set by this code, and not by the user (which would be 1)
+ cvar_set("chase_active", "-1"); // -1 enables chase_active while marking it as set by this code, not by the user (which would be 1)
// make the camera smooth back
if(autocvar_cl_chase_speed && chase_current_distance < autocvar_cl_chase_distance)
- chase_current_distance += autocvar_cl_chase_speed * (autocvar_cl_chase_distance - chase_current_distance) * frametime; // slow down smoothly
+ chase_current_distance += autocvar_cl_chase_speed * (autocvar_cl_chase_distance - chase_current_distance) * frametime; // slow down the further we get
else if(chase_current_distance != autocvar_cl_chase_distance)
chase_current_distance = autocvar_cl_chase_distance;
if not(intermission > 1) // don't update view origin during the map voting screen
{
makevectors(view_angles);
- chase_target_origin = pmove_org - view_forward * chase_current_distance; // pass 1, used to check where the camera would go and obtain the trace_fraction
+ // pass 1, used to check where the camera would go and obtain the trace_fraction
+ chase_target_origin = pmove_org - view_forward * chase_current_distance;
- // don't allow the camera to go through walls
traceline(pmove_org, chase_target_origin, MOVE_NORMAL, self);
- chase_target_origin = pmove_org - view_forward * chase_current_distance * (trace_fraction - 0.1); // pass 2, also multiplying view_forward with trace_fraction, to avoid sticking the camera in solid
+ // pass 2, also multiplying view_forward with trace_fraction, to prevent the camera going through walls
+ // The 0.1 subtraction is to not limit the camera precisely at the wall surface, as that allows the view to poke through
+ chase_target_origin = pmove_org - view_forward * chase_current_distance * (trace_fraction - 0.1);
}
R_SetView(VF_ORIGIN, chase_target_origin);
}
- else if(autocvar_chase_active < 0)
+ else if(autocvar_chase_active < 0) // time to disable chase_active if it was set by this code
{
cvar_set("chase_active", "0");
- chase_current_distance = 0; // start from 0
+ chase_current_distance = 0; // start from 0 next time
}
}