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))
if(view.viewloc && !wasfreed(view.viewloc) && view.viewloc.enemy && view.viewloc.goalentity)
{
bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity);
- vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward;
- //vector scratch;
-
- position_a = view.viewloc.enemy.origin;
- position_b = view.viewloc.goalentity.origin;
+ vector position_a = view.viewloc.enemy.origin;
+ vector position_b = view.viewloc.goalentity.origin;
+ vector camera_angle = '0 0 0';
+ vector camera_position;
-#if 0
/*TODO: have the camera only move when a player moves too much from the center of the camera
- * basically the player can move around in a "box" in the center of th screen with out changing the camera position or angles
- */
- if (cvar("cam_box")) {
- camera_position = vec_bounds_in(view.origin, position_a, position_b);
- }
- else
-#endif
- camera_position = vec_bounds_in(view.origin, position_a, position_b);
+ * basically the player would move around in a small "box" in the center of the screen with out changing the camera position or angles */
+ camera_position = vec_bounds_in(view.origin, position_a, position_b);
// a tracking camera follows the player when it leaves the world box
}
// hard snap changes the angle as soon as it crosses over the nearest 90 degree mark
- if (autocvar_cam_snap_hard){
+ if (autocvar_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 (autocvar_cam_snap_close) {
// like hard snap, but don't snap angles yet.
camera_angle = aim_vec(camera_position, view.origin);
*/
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)
+ if (60 <= camera_angle_diff) { // use new angles
old_camera_angle.y = angle_snap_f(camera_angle.y, 90);
- else
+ } else { // use old angles
camera_angle.y = old_camera_angle.y;
+ }
}
//unlocking this allows the camera to look up and down. this also allows a top-down view.
setproperty(VF_ORIGIN, camera_position);
setproperty(VF_ANGLES, camera_angle);
- if(have_sidescroll)
- {
- 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(!(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);
- }
- else
- {
- //vector fpos = view.origin + view.view_ofs + forward * max_shot_distance;
- //vector bpos = view.origin + view.view_ofs + backward * max_shot_distance;
+ if (have_sidescroll) {
+ vector view_angle = view.angles;
+ if (!(view.viewloc.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) {
+ avatar_facing_dir = view_angle; // default to the previous values
+ } else if (0 > input_movevalues.y) { // left is forward
+ avatar_facing_dir = vectoangles(normalize(vec_to_max(position_b, position_a) - vec_to_min(position_b, position_a)));
+ } else { // right is forward
+ avatar_facing_dir = vectoangles(normalize(vec_to_min(position_b, position_a) - vec_to_max(position_b, position_a)));
+ }
+ 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 (0 > input_movevalues.x) { // look up
+ view_angle.x = 50;
+ } else if (0 < input_movevalues.x) { // look down
+ view_angle.x = -50;
+ }
+ } else {
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, vec3(view.origin_x + view.view_ofs_x, mpos.y, mpos.z)));
+ mpos.x = view.origin.x; // replace the cursor's x position with the player's
+ view_angle = aim_vec(view.origin, mpos); // get new angles
}
+ view.angles_y = view_angle.y;
+ setproperty(VF_CL_VIEWANGLES, view_angle);
}
}
}