}
vector old_camera_angle = '0 0 0';
-bool autocvar_cam_snap_close;
-bool autocvar_cam_track;
-bool autocvar_cam_snap_hard;
-bool autocvar_cam_snap_unlock;
-bool autocvar_cam_useangle = true;
void viewloc_SetViewLocation()
{
entity view = CSQCModel_server2csqc(player_localentnum - 1);
if (!view) return;
- //NOTE: the "cam_" cvars sould probably be changed out with a spawnflag or an entity key. I have it like this for my testing -- Player_2
- if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
+ entity viewloc_ent = view.viewloc;
+ if(viewloc_ent && !wasfreed(viewloc_ent) && viewloc_ent.enemy && viewloc_ent.goalentity)
{
- bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
- vector position_a = view.viewloc.enemy.origin;
- vector position_b = view.viewloc.goalentity.origin;
+ bool have_sidescroll = (viewloc_ent.enemy != viewloc_ent.goalentity);
+ vector position_a = viewloc_ent.enemy.origin;
+ vector position_b = viewloc_ent.goalentity.origin;
vector camera_angle = '0 0 0';
vector camera_position;
camera_position = vec_bounds_in(view.origin, position_a, position_b);
// use camera's angle when possible
- if (autocvar_cam_useangle) {
- camera_angle = view.viewloc.enemy.movedir;
+ if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_NOANGLE)) {
+ camera_angle = viewloc_ent.enemy.movedir;
}
// a tracking camera follows the player when it leaves the world box
- if (autocvar_cam_track || !have_sidescroll) {
+ if ((viewloc_ent.spawnflags & VIEWLOC_CAM_TRACK) || !have_sidescroll) {
camera_angle = aim_vec (camera_position, view.origin);
}
// hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
- if (autocvar_cam_snap_hard) {
+ if (viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_HARD) {
camera_angle = angle_snap_vec(aim_vec(camera_position, view.origin), 90);
}
// tries to avoid snapping unless it *really* needs to
- if (autocvar_cam_snap_close) {
+ if (viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_CLOSE) {
// like hard snap, but don't snap angles yet.
camera_angle = aim_vec(camera_position, view.origin);
}
//unlocking this allows the camera to look up and down. this also allows a top-down view.
- if (!autocvar_cam_snap_unlock) {
+ if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_UNLOCK)) {
camera_angle.x = 0;
camera_angle.z = 0;
}
if (have_sidescroll) {
vector view_angle = view.angles;
- if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) {
+ if (!(viewloc_ent.spawnflags & VIEWLOC_FREEAIM)) {
vector avatar_facing_dir;
// get the player's forward-facing direction, based on positions a and b
if (0 == input_movevalues.y) {
view_angle.y = avatar_facing_dir.y; // snap avatar to look on along the correct axis
// if (0 == input_movevalues.x) look straight ahead
- if (!(view.viewloc.spawnflags & VIEWLOC_FREEMOVE)) {
+ if (!(viewloc_ent.spawnflags & VIEWLOC_FREEMOVE)) {
if (0 > input_movevalues.x) { // look up
view_angle.x = 50;
} else if (0 < input_movevalues.x) { // look down