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authorChristopher Schwarz <lakitu7@gmail.com>2009-10-03 12:14:44 +0000
committerTim Angus <tim@ngus.net>2013-01-03 00:15:47 +0000
commit068232bd664a0778888d01d4cfcb2ee5af52df20 (patch)
tree277e4c01c901563191c8b1803bba4be57b9c66ad /src/cgame
parent4cb7be473c0573c4837d49383866ae7e41aa2df8 (diff)
* More thirdpersonspec tweaks and fixes - fix dead cam, don't follow players' pitch aim.
* Known issue: actually PLAYING in third person is (still) broken at the moment
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_view.c49
1 files changed, 38 insertions, 11 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index f302d427..3ab1fb9b 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -275,25 +275,42 @@ static void CG_OffsetThirdPersonView( void )
float forwardScale, sideScale, upScale;
vec3_t surfNormal;
int cmdNum;
- usercmd_t cmd;
- float range, pitch, yaw;
+ usercmd_t cmd, oldcmd;
+ float range, yaw, deltaPitch;
+ static float pitch;
// set the view origin to the class's view height
BG_GetClientNormal( &cg.predictedPlayerState, surfNormal );
VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, surfNormal, cg.refdef.vieworg );
- // if dead, look at killer
- if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
- cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
-
// set the focus point where the camera will look (at the player's vieworg)
VectorCopy( cg.refdef.vieworg, focusPoint );
// collect our input values from cvars and the mouse
cmdNum = trap_GetCurrentCmdNumber();
trap_GetUserCmd( cmdNum, &cmd );
- yaw = SHORT2ANGLE(cmd.angles[ YAW ]);
- pitch = SHORT2ANGLE( cmd.angles[ PITCH ] );
+ trap_GetUserCmd( cmdNum - 1, &oldcmd );
+
+ if( !cg_thirdPerson.integer && ( cg.snap->ps.pm_flags & PMF_FOLLOW ) && cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 )
+ {
+ yaw = -1.0f * SHORT2ANGLE(cmd.angles[ YAW ]);
+
+ // Get our pitch offset.
+ // Don't let it exceed 90 or -90 and prevent wrapping by cmd.angles from mucking this up.
+ deltaPitch = SHORT2ANGLE( cmd.angles[ PITCH ] ) - SHORT2ANGLE ( oldcmd.angles[ PITCH ] );
+ if( fabs(deltaPitch) < 200.0f )
+ {
+ if( pitch + deltaPitch > 110.0f ) pitch = 110.0f;
+ else if( pitch + deltaPitch < 1.0f ) pitch = 1.0f;
+ else pitch += deltaPitch;
+ }
+
+ }
+ else
+ {
+ yaw = 90;
+ pitch = 85;
+ }
range = cg_thirdPersonRange.value;
if( range > 150.0f ) range = 150.0f;
@@ -301,6 +318,8 @@ static void CG_OffsetThirdPersonView( void )
// calculate the camera position by moving to the appropriate position on a
// sphere around the player with radius 'range'
+ if( cg.snap->ps.pm_flags & PMF_FOLLOW )
+ cg.refdefViewAngles[ PITCH ] = 0.0f; //don't follow the player's pitch
AngleVectors( cg.refdefViewAngles, forward, right, up );
sideScale = sin( DEG2RAD( pitch ) ) * cos( DEG2RAD( yaw ) );
forwardScale = sin( DEG2RAD( pitch ) ) * sin( DEG2RAD( yaw ) );
@@ -333,9 +352,17 @@ static void CG_OffsetThirdPersonView( void )
// set the camera position to what we calculated
VectorCopy( view, cg.refdef.vieworg );
- // from the camera position, look at the player
- VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
- vectoangles( focusPoint, cg.refdefViewAngles );
+ if( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 )
+ {
+ // from the camera position, look at the player
+ VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
+ vectoangles( focusPoint, cg.refdefViewAngles );
+ }
+ else
+ {
+ // if dead, look at killer
+ cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
+ }
}
// this causes a compiler bug on mac MrC compiler