diff options
author | /dev/humancontroller <devhc@example.com> | 2017-04-13 11:30:00 +0000 |
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committer | /dev/humancontroller <devhc@example.com> | 2017-04-15 17:24:18 +0200 |
commit | f38f646bfc1b9b3904359b92cbd16377cd618308 (patch) | |
tree | e54e182859e6552d0de5fc0b5520d87cf79d8179 /src/game | |
parent | e6bbd69de4cf8a316c9e17d882b1386a1e4da3fc (diff) |
add a BG function to get the view origin of a client
for this, import BG_GetClientNormal()
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_misc.c | 34 | ||||
-rw-r--r-- | src/game/bg_public.h | 2 |
2 files changed, 36 insertions, 0 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index b7f23f3..3fdec70 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -5173,6 +5173,40 @@ qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ], /* =============== +BG_GetClientNormal + +Get the normal for the surface the client is walking on +=============== +*/ +void BG_GetClientNormal( const playerState_t *ps, vec3_t normal ) +{ + if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) + { + if( ps->eFlags & EF_WALLCLIMBCEILING ) + VectorSet( normal, 0.0f, 0.0f, -1.0f ); + else + VectorCopy( ps->grapplePoint, normal ); + } + else + VectorSet( normal, 0.0f, 0.0f, 1.0f ); +} + +/* +=============== +BG_GetClientViewOrigin + +Get the position of the client's eye, based on the client's position, the surface's normal, and client's view height +=============== +*/ +void BG_GetClientViewOrigin( const playerState_t *ps, vec3_t viewOrigin ) +{ + vec3_t normal; + BG_GetClientNormal( ps, normal ); + VectorMA( ps->origin, ps->viewheight, normal, viewOrigin ); +} + +/* +=============== BG_PositionBuildableRelativeToPlayer Find a place to build a buildable diff --git a/src/game/bg_public.h b/src/game/bg_public.h index cbb2def..1a5b81c 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -1121,6 +1121,8 @@ void BG_DeactivateUpgrade( int item, int stats[ ] ); qboolean BG_UpgradeIsActive( int item, int stats[ ] ); qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ], vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling ); +void BG_GetClientNormal( const playerState_t *ps, vec3_t normal ); +void BG_GetClientViewOrigin( const playerState_t *ps, vec3_t viewOrigin ); void BG_PositionBuildableRelativeToPlayer( const playerState_t *ps, const vec3_t mins, const vec3_t maxs, void (*trace)( trace_t *, const vec3_t, const vec3_t, |