From 9f4b5b50b03503793b0cfb1ddbbfef84f3773134 Mon Sep 17 00:00:00 2001 From: Mario Date: Wed, 27 May 2020 23:52:44 +1000 Subject: [PATCH] Replace the cam_* cvars with spawnflag bits so they can be set by mappers instead, also add some light documentation to explain what .viewloc is used for --- qcsrc/common/mapobjects/trigger/viewloc.qh | 5 ++++ qcsrc/common/viewloc.qc | 31 +++++++++------------- qcsrc/common/viewloc.qh | 4 ++- 3 files changed, 21 insertions(+), 19 deletions(-) diff --git a/qcsrc/common/mapobjects/trigger/viewloc.qh b/qcsrc/common/mapobjects/trigger/viewloc.qh index 3c393afd3..791c0a490 100644 --- a/qcsrc/common/mapobjects/trigger/viewloc.qh +++ b/qcsrc/common/mapobjects/trigger/viewloc.qh @@ -4,6 +4,11 @@ const int VIEWLOC_NOSIDESCROLL = BIT(0); // NOTE: currently unimplemented const int VIEWLOC_FREEAIM = BIT(1); const int VIEWLOC_FREEMOVE = BIT(2); +const int VIEWLOC_CAM_TRACK = BIT(3); +const int VIEWLOC_CAM_NOANGLE = BIT(4); +const int VIEWLOC_CAM_SNAP_HARD = BIT(5); +const int VIEWLOC_CAM_SNAP_UNLOCK = BIT(6); +const int VIEWLOC_CAM_SNAP_CLOSE = BIT(7); .entity viewloc; diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index 55e37c4d9..e5f90df08 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -94,21 +94,16 @@ vector CursorToWorldCoord(vector mpos) } 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; -bool autocvar_cam_useangle = true; void viewloc_SetViewLocation() { entity view = CSQCModel_server2csqc(player_localentnum - 1); if (!view) return; - //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) + entity viewloc_ent = view.viewloc; + if(viewloc_ent && !wasfreed(viewloc_ent) && viewloc_ent.enemy && viewloc_ent.goalentity) { - bool have_sidescroll = (view.viewloc.enemy != view.viewloc.goalentity); - vector position_a = view.viewloc.enemy.origin; - vector position_b = view.viewloc.goalentity.origin; + bool have_sidescroll = (viewloc_ent.enemy != viewloc_ent.goalentity); + vector position_a = viewloc_ent.enemy.origin; + vector position_b = viewloc_ent.goalentity.origin; vector camera_angle = '0 0 0'; vector camera_position; @@ -117,22 +112,22 @@ void viewloc_SetViewLocation() camera_position = vec_bounds_in(view.origin, position_a, position_b); // use camera's angle when possible - if (autocvar_cam_useangle) { - camera_angle = view.viewloc.enemy.movedir; + if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_NOANGLE)) { + camera_angle = viewloc_ent.enemy.movedir; } // a tracking camera follows the player when it leaves the world box - if (autocvar_cam_track || !have_sidescroll) { + if ((viewloc_ent.spawnflags & VIEWLOC_CAM_TRACK) || !have_sidescroll) { 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 (autocvar_cam_snap_hard) { + if (viewloc_ent.spawnflags & VIEWLOC_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 (viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_CLOSE) { // like hard snap, but don't snap angles yet. camera_angle = aim_vec(camera_position, view.origin); @@ -150,7 +145,7 @@ void viewloc_SetViewLocation() } //unlocking this allows the camera to look up and down. this also allows a top-down view. - if (!autocvar_cam_snap_unlock) { + if (!(viewloc_ent.spawnflags & VIEWLOC_CAM_SNAP_UNLOCK)) { camera_angle.x = 0; camera_angle.z = 0; } @@ -171,7 +166,7 @@ void viewloc_SetViewLocation() if (have_sidescroll) { vector view_angle = view.angles; - if (!(view.viewloc.spawnflags & VIEWLOC_FREEAIM)) { + if (!(viewloc_ent.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) { @@ -184,7 +179,7 @@ void viewloc_SetViewLocation() 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 (!(view.viewloc.spawnflags & VIEWLOC_FREEMOVE)) { + if (!(viewloc_ent.spawnflags & VIEWLOC_FREEMOVE)) { if (0 > input_movevalues.x) { // look up view_angle.x = 50; } else if (0 < input_movevalues.x) { // look down diff --git a/qcsrc/common/viewloc.qh b/qcsrc/common/viewloc.qh index 7725d2d8f..496488d17 100644 --- a/qcsrc/common/viewloc.qh +++ b/qcsrc/common/viewloc.qh @@ -1,6 +1,8 @@ #pragma once -.entity viewloc; +// view location map object, intended for side-scrolling stages with a fixed camera position + +.entity viewloc; // points to the trigger_viewlocation networked entity void viewloc_PlayerPhysics(entity this); -- 2.39.2