From: Micah Talkiewicz Date: Mon, 1 Jan 2018 05:42:22 +0000 (-0500) Subject: Cleaned up viewloc.qc and added free-aiming cursor support. X-Git-Tag: xonotic-v0.8.5~2393^2 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=f58139d5c26d34cf56d73306f1f075125f946ce9;p=xonotic%2Fxonotic-data.pk3dir.git Cleaned up viewloc.qc and added free-aiming cursor support. --- diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index 38a925198..4d0745a52 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -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); } } }