From ef0be2795f31d4fcaf74d17d6eab169435738bc3 Mon Sep 17 00:00:00 2001 From: Mario Date: Wed, 27 Dec 2017 16:25:39 +1000 Subject: [PATCH] Add a spawnflag to allow free aiming in side-scrolling mode --- qcsrc/client/view.qc | 21 ++++-- qcsrc/client/view.qh | 2 + qcsrc/common/triggers/trigger/viewloc.qc | 4 ++ qcsrc/common/triggers/trigger/viewloc.qh | 3 + qcsrc/common/viewloc.qc | 88 +++++++++++++++--------- 5 files changed, 83 insertions(+), 35 deletions(-) diff --git a/qcsrc/client/view.qc b/qcsrc/client/view.qc index 4f2b43e91..57c48572a 100644 --- a/qcsrc/client/view.qc +++ b/qcsrc/client/view.qc @@ -1479,6 +1479,16 @@ void HUD_Draw(entity this) HitSound(); } +void ViewLocation_Mouse() +{ + viewloc_mousepos += getmousepos() * autocvar_menu_mouse_speed; + viewloc_mousepos.x = bound(0, viewloc_mousepos.x, vid_conwidth); + viewloc_mousepos.y = bound(0, viewloc_mousepos.y, vid_conheight); + + float cursor_alpha = 1 - autocvar__menu_alpha; + draw_cursor(viewloc_mousepos, '0.5 0.5 0', "/cursor_move", '1 1 1', cursor_alpha); +} + bool ov_enabled; float oldr_nearclip; float oldr_farclip_base; @@ -1576,6 +1586,11 @@ void CSQC_UpdateView(entity this, float w, float h) button_zoom = false; } + // abused multiple places below + entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); + if(!local_player) + local_player = this; // fall back! + // event chase camera if(autocvar_chase_active <= 0) // greater than 0 means it's enabled manually, and this code is skipped { @@ -1627,10 +1642,6 @@ void CSQC_UpdateView(entity this, float w, float h) } eventchase_running = true; - entity local_player = ((csqcplayer) ? csqcplayer : CSQCModel_server2csqc(player_localentnum - 1)); - if(!local_player) - local_player = this; // fall back! - // make special vector since we can't use view_origin (It is one frame old as of this code, it gets set later with the results this code makes.) vector current_view_origin = (csqcplayer ? csqcplayer.origin : pmove_org); if (custom_eventchase) @@ -2375,6 +2386,8 @@ void CSQC_UpdateView(entity this, float w, float h) HUD_Minigame_Mouse(); else if(QuickMenu_IsOpened()) QuickMenu_Mouse(); + else if(local_player.viewloc && (local_player.viewloc.spawnflags & VIEWLOC_FREEAIM)) + ViewLocation_Mouse(); // NOTE: doesn't use cursormode else HUD_Radar_Mouse(); diff --git a/qcsrc/client/view.qh b/qcsrc/client/view.qh index ac916a089..0a2c5c0c7 100644 --- a/qcsrc/client/view.qh +++ b/qcsrc/client/view.qh @@ -5,3 +5,5 @@ vector crosshair_getcolor(entity this, float health_stat); entity viewmodels[MAX_WEAPONSLOTS]; + +vector viewloc_mousepos; diff --git a/qcsrc/common/triggers/trigger/viewloc.qc b/qcsrc/common/triggers/trigger/viewloc.qc index ffc04a078..a99cdb4f2 100644 --- a/qcsrc/common/triggers/trigger/viewloc.qc +++ b/qcsrc/common/triggers/trigger/viewloc.qc @@ -46,6 +46,8 @@ bool trigger_viewloc_send(entity this, entity to, int sf) // CSQC doesn't need to know our origin (yet), as we're only available for referencing WriteHeader(MSG_ENTITY, ENT_CLIENT_VIEWLOC_TRIGGER); + WriteByte(MSG_ENTITY, this.spawnflags); + WriteEntity(MSG_ENTITY, this.enemy); WriteEntity(MSG_ENTITY, this.goalentity); @@ -143,6 +145,8 @@ void trigger_viewloc_updatelink(entity this) NET_HANDLE(ENT_CLIENT_VIEWLOC_TRIGGER, bool isnew) { + this.spawnflags = ReadByte(); + float point1 = ReadShort(); float point2 = ReadShort(); diff --git a/qcsrc/common/triggers/trigger/viewloc.qh b/qcsrc/common/triggers/trigger/viewloc.qh index 167fc218f..3181e67b5 100644 --- a/qcsrc/common/triggers/trigger/viewloc.qh +++ b/qcsrc/common/triggers/trigger/viewloc.qh @@ -2,6 +2,9 @@ .entity viewloc; +const int VIEWLOC_NOSIDESCROLL = BIT(0); // NOTE: currently unimplemented +const int VIEWLOC_FREEAIM = BIT(1); + #ifdef CSQC .entity goalentity; .entity enemy; diff --git a/qcsrc/common/viewloc.qc b/qcsrc/common/viewloc.qc index d6d7d9fac..6eec99ab2 100644 --- a/qcsrc/common/viewloc.qc +++ b/qcsrc/common/viewloc.qc @@ -21,31 +21,38 @@ void viewloc_PlayerPhysics(entity this) PHYS_CS(this).movement_x = old_movement_y; PHYS_CS(this).movement_y = 0; - if(PHYS_CS(this).movement_x < 0) - PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; - vector level_start, level_end; level_start = this.viewloc.enemy.origin; level_end = this.viewloc.goalentity.origin; - vector forward, backward; - forward = vectoangles(normalize(level_end - level_start)); - backward = vectoangles(normalize(level_start - level_end)); - - if(PHYS_CS(this).movement_x < 0) // left - this.angles_y = backward_y; - if(PHYS_CS(this).movement_x > 0) // right - this.angles_y = forward_y; + vector forward = vectoangles(normalize(level_end - level_start)); + vector backward = vectoangles(normalize(level_start - level_end)); - 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(this.viewloc.spawnflags & VIEWLOC_FREEAIM) + { + if(this.angles_y > 0) + PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; + } + else + { + if(PHYS_CS(this).movement_x < 0) + PHYS_CS(this).movement_x = -PHYS_CS(this).movement_x; + + if(PHYS_CS(this).movement_x < 0) // left + 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)) #ifdef SVQC @@ -77,6 +84,14 @@ void viewloc_SetTags(entity this) this.viewloc = findfloat(NULL, entnum, this.tag_networkviewloc); } +vector CursorToWorldCoord(vector mpos) +{ + vector wnear = cs_unproject(vec2(mpos)); // determine the world coordinate for the mouse cursor upon the near clip plane + vector wfar = cs_unproject(vec3(mpos.x, mpos.y, max_shot_distance)); // determine the world coordinate for the mouse cursor upon the far clip plane, with an outrageously large value as a workaround for dp. + traceline(wnear, wfar, MOVE_NOMONSTERS, NULL); + return trace_endpos; +} + vector old_camera_angle = '0 0 0'; bool autocvar_cam_snap_close; bool autocvar_cam_track; @@ -128,18 +143,18 @@ void viewloc_SetViewLocation() * NOTE: bug/feature: this will use non-snaped angles for one frame. * doing this resualts in less code, faster code, and a smoother transisition between angles. */ - float camera_angle_diff = max(camera_angle_y, old_camera_angle_y) - min(camera_angle_y, old_camera_angle_y); + 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) - old_camera_angle_y = angle_snap_f(camera_angle_y, 90); + old_camera_angle.y = angle_snap_f(camera_angle.y, 90); else - camera_angle_y = old_camera_angle_y; + camera_angle.y = old_camera_angle.y; } //unlocking this allows the camera to look up and down. this also allows a top-down view. if (!autocvar_cam_snap_unlock) { - camera_angle_x = 0; - camera_angle_z = 0; + camera_angle.x = 0; + camera_angle.z = 0; } #if 0 @@ -158,12 +173,23 @@ void viewloc_SetViewLocation() 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(input_movevalues_y < 0) // left - view.angles_y = backward.y; - if(input_movevalues_y > 0) // favour right - view.angles_y = forward.y; + 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); + 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; + 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, mpos)); + } } } } -- 2.39.2