diff options
author | Christopher Schwarz <lakitu7@gmail.com> | 2009-10-03 12:29:47 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:15:59 +0000 |
commit | 3a2aa83e582deb28d29f38f5a3dcb2e697863de0 (patch) | |
tree | fb4988990427400a5900c0b1010c8846a3669bbb /src/cgame | |
parent | 1de6714f3fd27682ee48d26c7280ff4dd7c22081 (diff) |
* Make dead cam follow the killer's movements instead of just looking at where they were at time of death.
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_view.c | 13 |
1 files changed, 10 insertions, 3 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index 9c4f05a5..e699b0c8 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -303,10 +303,17 @@ void CG_OffsetThirdPersonView( void ) // If player is dead, we want the player to be between us and the killer // so pretend that the player was looking at the killer, then place cam behind them. - // FIXME: This still fails to see killer when killer is above/below or killer moves - // out of view (relative to the dead player). if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) - cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ]; + { + int killerEntNum; + vec3_t killerPos; + + killerEntNum = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ]; + VectorCopy( cg_entities[ killerEntNum ].lerpOrigin, killerPos ); + + VectorSubtract( killerPos, cg.refdef.vieworg, killerPos ); + vectoangles( killerPos, cg.refdefViewAngles ); + } // get and rangecheck cg_thirdPersonRange range = cg_thirdPersonRange.value; |