]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Cleaned up viewloc.qc and added free-aiming cursor support. 516/head
authorMicah Talkiewicz <mjtalkiewicz@gmail.com>
Mon, 1 Jan 2018 05:42:22 +0000 (00:42 -0500)
committerMicah Talkiewicz <mjtalkiewicz@gmail.com>
Mon, 1 Jan 2018 05:42:22 +0000 (00:42 -0500)
qcsrc/common/viewloc.qc

index 38a925198a7b59abbecc26f14a8aebd39571ddfb..4d0745a520a37ce6eecfbdffcf9627403ec06d9c 100644 (file)
@@ -41,17 +41,6 @@ void viewloc_PlayerPhysics(entity this)
                                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))
@@ -105,22 +94,14 @@ void viewloc_SetViewLocation()
        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
@@ -129,13 +110,12 @@ void viewloc_SetViewLocation()
                }
 
                // 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);
 
@@ -145,10 +125,11 @@ void viewloc_SetViewLocation()
                         */
                        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.
@@ -168,28 +149,33 @@ void viewloc_SetViewLocation()
                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);
                }
        }
 }