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Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r--src/cgame/cg_view.c32
1 files changed, 20 insertions, 12 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index 9b6996e9..1cbdd063 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -332,7 +332,6 @@ void CG_OffsetThirdPersonView( void )
if( fabs(deltaPitch) < 200.0f )
{
pitch += deltaPitch;
- AngleNormalize180( pitch );
}
mouseInputAngles[ PITCH ] = pitch;
@@ -340,7 +339,7 @@ void CG_OffsetThirdPersonView( void )
mouseInputAngles[ ROLL ] = 0.0f;
for( i = 0; i < 3; i++ )
- AngleNormalize180( mouseInputAngles[ i ] );
+ mouseInputAngles[ i ] = AngleNormalize180( mouseInputAngles[ i ] );
// Set the rotation angles to be the view angles offset by the mouse input
// Ignore the original pitch though; it's too jerky otherwise
@@ -349,7 +348,7 @@ void CG_OffsetThirdPersonView( void )
for( i = 0; i < 3; i++ )
{
- rotationAngles[ i ] = cg.refdefViewAngles[ i ] + mouseInputAngles[ i ];
+ rotationAngles[ i ] = AngleNormalize180(cg.refdefViewAngles[ i ]) + mouseInputAngles[ i ];
AngleNormalize180( rotationAngles[ i ] );
}
@@ -374,16 +373,21 @@ void CG_OffsetThirdPersonView( void )
// Convert the new axis back to angles.
AxisToAngles( rotaxis, rotationAngles );
-
- for( i = 0; i < 3; i++ )
- AngleNormalize180( rotationAngles[ i ] );
}
else
{
- // If we're playing the game in third person, the viewangles already
- // take care of our mouselook, so just use them.
- for( i = 0; i < 3; i++ )
- rotationAngles[ i ] = cg.refdefViewAngles[ i ];
+ if( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 )
+ {
+ // If we're playing the game in third person, the viewangles already
+ // take care of our mouselook, so just use them.
+ for( i = 0; i < 3; i++ )
+ rotationAngles[ i ] = cg.refdefViewAngles[ i ];
+ }
+ else // dead
+ {
+ rotationAngles[ PITCH ] = 20.0f;
+ rotationAngles[ YAW ] = cg.refdefViewAngles[ YAW ];
+ }
}
// Move the camera range distance back.
@@ -416,8 +420,12 @@ void CG_OffsetThirdPersonView( void )
// The above checks may have moved the camera such that the existing viewangles
// may not still face the player. Recalculate them to do so.
- VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
- vectoangles( focusPoint, cg.refdefViewAngles );
+ // but if we're dead, don't bother because we'd rather see what killed us
+ if( cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 )
+ {
+ VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
+ vectoangles( focusPoint, cg.refdefViewAngles );
+ }
}