HitSound();
}
+void ViewLocation_Mouse()
+{
+ viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed;
+ viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth);
+ viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight);
+
+ float cursor_alpha = 1 - autocvar__menu_alpha;
+ draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha);
+}
+
bool ov_enabled;
float oldr_nearclip;
float oldr_farclip_base;
button_zoom = false;
}
+ // abused multiple places below
+ entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
+ if(!local_player)
+ local_player = this; // fall back!
+
// event chase camera
if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped
{
}
eventchase_running = true;
- entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1));
- if(!local_player)
- local_player = this; // fall back!
-
// make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.)
vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org);
if (custom_eventchase)
HUD_Minigame_Mouse();
else if(QuickMenu_IsOpened())
QuickMenu_Mouse();
+ else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM))
+ ViewLocation_Mouse(); // NOTE: doesn't use cursormode
else
HUD_Radar_Mouse();
PHYS_CS(this).movement_x = old_movement_y;
PHYS_CS(this).movement_y = 0;
- if(PHYS_CS(this).movement_x < 0)
- PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
-
vector level_start, level_end;
level_start = this.viewloc.enemy.origin;
level_end = this.viewloc.goalentity.origin;
- vector forward, backward;
- forward = vectoangles(normalize(level_end - level_start));
- backward = vectoangles(normalize(level_start - level_end));
-
- if(PHYS_CS(this).movement_x < 0) // left
- this.angles_y = backward_y;
- if(PHYS_CS(this).movement_x > 0) // right
- this.angles_y = forward_y;
+ vector forward = vectoangles(normalize(level_end - level_start));
+ vector backward = vectoangles(normalize(level_start - level_end));
- if(old_movement_x > 0)
-#ifdef CSQC
- input_angles_x =
-#endif
- this.v_angle_x = this.angles_x = -50;
- else if(old_movement_x < 0)
-#ifdef CSQC
- input_angles_x =
-#endif
- this.v_angle_x = this.angles_x = 50;
+ if(this.viewloc.spawnflags & VIEWLOC_FREEAIM)
+ {
+ if(this.angles_y > 0)
+ PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
+ }
+ else
+ {
+ if(PHYS_CS(this).movement_x < 0)
+ PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x;
+
+ if(PHYS_CS(this).movement_x < 0) // left
+ this.angles_y = backward.y;
+ if(PHYS_CS(this).movement_x > 0) // right
+ this.angles_y = forward.y;
+
+ if(old_movement_x > 0)
+ #ifdef CSQC
+ input_angles_x =
+ #endif
+ this.v_angle_x = this.angles_x = -50;
+ else if(old_movement_x < 0)
+ #ifdef CSQC
+ input_angles_x =
+ #endif
+ this.v_angle_x = this.angles_x = 50;
+ }
//if(!PHYS_INPUT_BUTTON_CROUCH(this) && !IS_DUCKED(this))
#ifdef SVQC
this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc);
}
+vector CursorToWorldCoord(vector mpos)
+{
+ vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane
+ vector wfar = cs_unproject(vec3(mpos.x, mpos.y, max_shot_distance)); // determine the world coordinate for the mouse cursor upon the far clip plane, with an outrageously large value as a workaround for dp.
+ traceline(wnear, wfar, MOVE_NOMONSTERS, NULL);
+ return trace_endpos;
+}
+
vector old_camera_angle = '0 0 0';
bool autocvar_cam_snap_close;
bool autocvar_cam_track;
* NOTE: bug/feature: this will use non-snaped angles for one frame.
* doing this resualts in less code, faster code, and a smoother transisition between angles.
*/
- float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y);
+ float camera_angle_diff = max(camera_angle.y, old_camera_angle.y) - min(camera_angle.y, old_camera_angle.y);
if ( camera_angle_diff >= 60)
- old_camera_angle_y = angle_snap_f(camera_angle_y, 90);
+ old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
else
- camera_angle_y = old_camera_angle_y;
+ camera_angle.y = old_camera_angle.y;
}
//unlocking this allows the camera to look up and down. this also allows a top-down view.
if (!autocvar_cam_snap_unlock) {
- camera_angle_x = 0;
- camera_angle_z = 0;
+ camera_angle.x = 0;
+ camera_angle.z = 0;
}
#if 0
forward = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
backward = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
- if(input_movevalues_y < 0) // left
- view.angles_y = backward.y;
- if(input_movevalues_y > 0) // favour right
- view.angles_y = forward.y;
+ if(!(view.viewloc.spawnflags & VIEWLOC_FREEAIM))
+ {
+ if(input_movevalues_y < 0) // left
+ view.angles_y = backward.y;
+ if(input_movevalues_y > 0) // favour right
+ view.angles_y = forward.y;
- setproperty(VF_CL_VIEWANGLES, view.angles);
+ setproperty(VF_CL_VIEWANGLES, view.angles);
+ }
+ else
+ {
+ //vector fpos = view.origin + view.view_ofs + forward * max_shot_distance;
+ //vector bpos = view.origin + view.view_ofs + backward * max_shot_distance;
+ vector mpos = CursorToWorldCoord(viewloc_mousepos);
+ //vector pos_bounds = vec_bounds_in(mpos, fpos, bpos);
+ setproperty(VF_CL_VIEWANGLES, aim_vec(view.origin + view.view_ofs, mpos));
+ }
}
}
}