From: Mario Date: Wed, 7 Sep 2016 07:23:02 +0000 (+1000) Subject: Fix spectator camera resetting to world origin with prediction enabled X-Git-Tag: xonotic-v0.8.2~615 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=241156ef86635e99bdc479100a2b6d710c7bfa57;p=xonotic%2Fxonotic-data.pk3dir.git Fix spectator camera resetting to world origin with prediction enabled --- diff --git a/qcsrc/common/csqcmodel_settings.qh b/qcsrc/common/csqcmodel_settings.qh index 9c8dd4291..9c4909671 100644 --- a/qcsrc/common/csqcmodel_settings.qh +++ b/qcsrc/common/csqcmodel_settings.qh @@ -18,16 +18,12 @@ # define TAG_VIEWLOC_NAME tag_networkviewloc # define TAG_VIEWLOC_TYPE int .float tag_networkviewloc; - -# define MOVETYPE_NAME move_movetype #else # define TAG_ENTITY_NAME tag_entity # define TAG_ENTITY_TYPE entity # define TAG_VIEWLOC_NAME viewloc # define TAG_VIEWLOC_TYPE entity - -# define MOVETYPE_NAME move_movetype #endif // new fields @@ -67,7 +63,7 @@ CSQCMODEL_PROPERTY(BIT(13), int, ReadInt24_t, WriteInt24_t, dphitcontentsmask) \ CSQCMODEL_PROPERTY(BIT(14), TAG_VIEWLOC_TYPE, ReadShort, WriteEntity, TAG_VIEWLOC_NAME) \ CSQCMODEL_PROPERTY(BIT(15), int, ReadByte, WriteByte, multijump_count) \ - CSQCMODEL_PROPERTY(BIT(16), int, ReadByte, WriteByte, MOVETYPE_NAME) + CSQCMODEL_PROPERTY(BIT(16), int, ReadByte, WriteByte, move_movetype) // TODO get rid of colormod/glowmod here; also get rid of some useless properties on non-players that only exist for CopyBody // add hook function calls here diff --git a/qcsrc/common/physics/player.qh b/qcsrc/common/physics/player.qh index 9e7b799d0..fb7edc83a 100644 --- a/qcsrc/common/physics/player.qh +++ b/qcsrc/common/physics/player.qh @@ -184,9 +184,9 @@ STATIC_INIT(PHYS_INPUT_BUTTON_JETPACK) .entity hook; // TODO - #define IS_CLIENT(s) ((s).isplayermodel) + #define IS_CLIENT(s) ((s).isplayermodel || (s) == csqcplayer) #define IS_PLAYER(s) ((s).isplayermodel) - #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel) + #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer) #define isPushable(s) ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE)) //float player_multijump; diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index 7d6a3818e..300aed4fc 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -75,6 +75,10 @@ void viewloc_SetTags(entity this) } 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; void viewloc_SetViewLocation() { entity view = CSQCModel_server2csqc(player_localentnum - 1); @@ -82,7 +86,7 @@ void viewloc_SetViewLocation() //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) { - vector position_a, position_b, camera_position, camera_angle, forward, backward; + vector position_a, position_b, camera_position, camera_angle = '0 0 0', forward, backward; //vector scratch; position_a = view.viewloc.enemy.origin; @@ -100,20 +104,18 @@ void viewloc_SetViewLocation() camera_position = vec_bounds_in(view.origin, position_a, position_b); - camera_angle = '0 0 0'; - // a tracking camera follows the player when it leaves the world box - if (cvar("cam_track")) { + if (autocvar_cam_track) { 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 (cvar("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 (cvar("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); @@ -131,7 +133,7 @@ void viewloc_SetViewLocation() } //unlocking this allows the camera to look up and down. this also allows a top-down view. - if (!cvar("cam_snap_unlock")) { + if (!autocvar_cam_snap_unlock) { camera_angle_x = 0; camera_angle_z = 0; }