1 #define spider_rocket_icon "gfx/spiderbot/rocket_ico.tga"
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2 #define spider_rocket_targ "gfx/spiderbot/target.tga"
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3 #define SPIDER_CROSS "textures/spiderbot/cross.tga"
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5 #define rld_size_x 256
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6 #define rld_size_y 16
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10 float trace_dphitcontents;
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11 float trace_networkentity;
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12 float Q3SURFACEFLAG_SLICK = 2; // low friction surface
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13 float DPCONTENTS_SOLID = 1; // blocks player movement
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14 float DPCONTENTS_BODY = 32; // blocks player movement
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15 float DPCONTENTS_CORPSE = 64; // blocks player movement
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16 float DPCONTENTS_PLAYERCLIP = 256; // blocks player movement
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19 vector p, dir, ang, q, nextdir;
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20 float idx, portal_number, portal1_idx;
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22 if(activeweapon != WEP_PORTO || spectatee_status || gametype == GAME_NEXBALL)
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24 if(intermission == 1)
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26 if(intermission == 2)
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28 if (getstati(STAT_HEALTH) <= 0)
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33 if(angles_held_status)
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35 makevectors(angles_held);
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49 traceline(p, p + 65536 * dir, TRUE, porto);
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50 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
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52 nextdir = dir - 2 * (dir * trace_plane_normal) * trace_plane_normal; // mirror dir at trace_plane_normal
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58 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK || trace_dphitcontents & DPCONTENTS_PLAYERCLIP)
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61 ang = vectoangles2(trace_plane_normal, dir);
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64 if(!CheckWireframeBox(porto, p - 48 * v_right - 48 * v_up + 16 * v_forward, 96 * v_right, 96 * v_up, 96 * v_forward))
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66 if(portal_number == 1)
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68 if(portal_number >= 2)
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74 p = polyline[idx-2];
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75 q = polyline[idx-1];
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77 p = p - view_up * 16;
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78 if(idx-1 >= portal1_idx)
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80 Draw_CylindricLine(p, q, 4, "", 1, 0, '0 0 1', 0.5, DRAWFLAG_NORMAL);
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84 Draw_CylindricLine(p, q, 4, "", 1, 0, '1 0 0', 0.5, DRAWFLAG_NORMAL);
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91 * Checks whether the server initiated a map restart (stat_game_starttime changed)
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93 * TODO: Use a better solution where a common shared entitiy is used that contains
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94 * timelimit, fraglimit and game_starttime! Requires engine changes (remove STAT_TIMELIMIT
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95 * and STAT_FRAGLIMIT to be auto-sent)
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97 void CheckForGamestartChange() {
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99 startTime = getstatf(STAT_GAMESTARTTIME);
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100 if (previous_game_starttime != startTime) {
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101 if ((time + 5.0) < startTime) {
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102 //if connecting to server while restart was active don't always play prepareforbattle
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103 sound(self, CHAN_VOICE, "announcer/robotic/prepareforbattle.wav", VOL_BASEVOICE, ATTN_NONE);
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105 if (time < startTime) {
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106 restartAnnouncer = spawn();
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107 restartAnnouncer.think = restartAnnouncer_Think;
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108 restartAnnouncer.nextthink = startTime - floor(startTime - time); //synchronize nextthink to startTime
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111 previous_game_starttime = startTime;
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117 porto.classname = "porto";
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118 porto.draw = Porto_Draw;
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119 porto.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP;
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126 return sin(x) / cos(x);
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128 float atan2(float y, float x)
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131 v = '1 0 0' * x + '0 1 0' * y;
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132 v = vectoangles(v);
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133 return v_y * 0.01745329251994329576;
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136 vector GetCurrentFov(float fov)
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138 float zoomsensitivity, zoomspeed, zoomfactor, zoomdir;
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140 zoomsensitivity = cvar("cl_zoomsensitivity");
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141 zoomfactor = cvar("cl_zoomfactor");
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142 if(zoomfactor < 1 || zoomfactor > 16)
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144 zoomspeed = cvar("cl_zoomspeed");
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146 if(zoomspeed < 0.5 || zoomspeed > 16)
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149 zoomdir = button_zoom;
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150 if(getstati(STAT_ACTIVEWEAPON) == WEP_NEX) // do NOT use switchweapon here
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151 zoomdir += button_attack2;
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152 if(spectatee_status > 0 || isdemo())
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154 if(spectatorbutton_zoom)
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155 zoomdir = 0 + !zoomdir;
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156 // do not even THINK about removing this 0
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157 // _I_ know what I am doing
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164 if(zoomin_effect || camera_active)
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166 current_viewzoom = min(1, current_viewzoom + drawframetime);
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170 if(zoomspeed < 0) // instant zoom
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173 current_viewzoom = 1 / zoomfactor;
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175 current_viewzoom = 1;
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180 current_viewzoom = 1 / bound(1, 1 / current_viewzoom + drawframetime * zoomspeed * (zoomfactor - 1), zoomfactor);
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182 current_viewzoom = bound(1 / zoomfactor, current_viewzoom + drawframetime * zoomspeed * (1 - 1 / zoomfactor), 1);
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186 if(almost_equals(current_viewzoom, 1))
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187 current_zoomfraction = 0;
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188 else if(almost_equals(current_viewzoom, 1/zoomfactor))
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189 current_zoomfraction = 1;
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191 current_zoomfraction = (current_viewzoom - 1) / (1/zoomfactor - 1);
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193 if(zoomsensitivity < 1)
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194 setsensitivityscale(pow(current_viewzoom, 1 - zoomsensitivity));
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196 setsensitivityscale(1);
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198 float frustumx, frustumy, fovx, fovy;
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199 frustumy = tan(fov * 0.00872664625997164788) * 0.75 * current_viewzoom;
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200 frustumx = frustumy * vid_width / vid_height / vid_pixelheight;
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201 fovx = atan2(frustumx, 1) / 0.00872664625997164788;
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202 fovy = atan2(frustumy, 1) / 0.00872664625997164788;
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204 return '1 0 0' * fovx + '0 1 0' * fovy;
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207 // this function must match W_SetupShot!
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208 float zoomscript_caught;
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211 #define SHOTTYPE_HITTEAM 1
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212 #define SHOTTYPE_HITOBSTRUCTION 2
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213 #define SHOTTYPE_HITWORLD 3
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214 #define SHOTTYPE_HITENEMY 4
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216 void TrueAim_Init()
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219 trueaim.classname = "trueaim";
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220 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
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223 float EnemyHitCheck(vector start, vector mi, vector ma, vector end)
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226 tracebox(start, mi, ma, end, MOVE_NORMAL, trueaim);
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227 if(trace_networkentity < 1)
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228 return SHOTTYPE_HITWORLD;
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229 if(trace_networkentity > maxclients)
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230 return SHOTTYPE_HITWORLD;
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231 t = GetPlayerColor(trace_networkentity - 1);
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234 return SHOTTYPE_HITTEAM;
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235 if(t == COLOR_SPECTATOR)
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236 return SHOTTYPE_HITWORLD;
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237 return SHOTTYPE_HITENEMY;
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240 float TrueAimCheck()
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242 float nudge = 1; // added to traceline target and subtracted from result
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243 vector vecs, trueaimpoint, w_shotorg;
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249 switch(activeweapon)
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251 case WEP_TUBA: // no aim
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252 case WEP_PORTO: // shoots from eye
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253 case WEP_HOOK: // no trueaim
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254 case WEP_GRENADE_LAUNCHER: // toss curve
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255 return SHOTTYPE_HITWORLD;
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256 case WEP_CAMPINGRIFLE:
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257 if(zoomscript_caught)
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258 return EnemyHitCheck(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE);
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260 case WEP_ROCKET_LAUNCHER: // projectile has a size!
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264 case WEP_SEEKER: // projectile has a size!
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268 case WEP_ELECTRO: // projectile has a size!
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274 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
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276 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
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277 trueaimpoint = trace_endpos;
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284 dv = view_right * vecs_y + view_up * vecs_z;
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285 w_shotorg = view_origin + dv;
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287 // now move the vecs forward as much as requested if possible
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288 tracebox(w_shotorg, mi, ma, w_shotorg + view_forward * (vecs_x + nudge), MOVE_NORMAL, trueaim); // FIXME this MOVE_NORMAL part will misbehave a little in csqc
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289 w_shotorg = trace_endpos - view_forward * nudge;
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291 shottype = EnemyHitCheck(w_shotorg, mi, ma, trueaimpoint);
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292 if(shottype != SHOTTYPE_HITWORLD)
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295 // now test whether we will actually hit the trueaimpoint...
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296 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);
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298 if(vlen(trace_endpos - trueaimpoint) > vlen(ma - mi) + 1)
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299 // yes, this is an ugly hack... but it seems good enough to find out whether the test hits the same place as the initial trace
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300 return SHOTTYPE_HITOBSTRUCTION;
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302 return SHOTTYPE_HITWORLD;
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305 void CSQC_common_hud(void);
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307 void CSQC_kh_hud(void);
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308 void CSQC_ctf_hud(void);
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309 void PostInit(void);
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310 void CSQC_Demo_Camera();
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311 float Sbar_WouldDrawScoreboard ();
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314 string NextFrameCommand;
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315 void CSQC_spider_HUD();
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316 void CSQC_UpdateView(float w, float h)
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323 WaypointSprite_Load();
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325 myteam = GetPlayerColor(player_localentnum - 1);
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327 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
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329 // Render the Scene
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330 if(!intermission || !view_set)
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332 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
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333 view_angles = input_angles;
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334 makevectors(view_angles);
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335 view_forward = v_forward;
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336 view_right = v_right;
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345 if(time > blurtest_time0 && time < blurtest_time1)
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349 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
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350 r = t * blurtest_radius;
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351 f = 1 / pow(t, blurtest_power) - 1;
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353 cvar_set("r_glsl_postprocess", "1");
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354 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
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358 cvar_set("r_glsl_postprocess", "0");
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359 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
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365 drawframetime = max(0.000001, time - drawtime);
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368 // watch for gametype changes here...
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369 // in ParseStuffCMD the cmd isn't executed yet :/
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370 // might even be better to add the gametype to TE_CSQC_INIT...?
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374 CheckForGamestartChange();
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375 maptimeAnnouncer();
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378 if(button_zoom || fov <= 59.5)
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380 if(!zoomscript_caught)
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382 localcmd("+button4\n");
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383 zoomscript_caught = 1;
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384 ignore_plus_zoom += 1;
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389 if(zoomscript_caught)
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391 localcmd("-button4\n");
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392 zoomscript_caught = 0;
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393 ignore_minus_zoom += 1;
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397 sbar_alpha_fg = cvar("sbar_alpha_fg" );
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398 sbar_currentammo = cvar("sbar_showcurrentammo");
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399 sbar_hudselector = cvar("sbar_hudselector");
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400 sbar_hud_accuracy = cvar("sbar_hud_accuracy");
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401 ColorTranslateMode = cvar("cl_stripcolorcodes");
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402 activeweapon = getstati(STAT_SWITCHWEAPON);
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403 f = cvar("teamplay");
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410 if(last_weapon != activeweapon) {
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412 last_weapon = activeweapon;
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415 // ALWAYS Clear Current Scene First
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418 // Assign Standard Viewflags
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419 // Draw the World (and sky)
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420 R_SetView(VF_DRAWWORLD, 1);
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422 // Set the console size vars
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423 vid_conwidth = cvar("vid_conwidth");
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424 vid_conheight = cvar("vid_conheight");
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425 vid_pixelheight = cvar("vid_pixelheight");
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427 R_SetView(VF_FOV, GetCurrentFov(fov));
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429 // Camera for demo playback
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432 if(cvar("camera_enable"))
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433 CSQC_Demo_Camera();
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436 cvar_set("chase_active", ftos(chase_active_backup));
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437 cvar_set("cl_demo_mousegrab", "0");
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438 camera_active = FALSE;
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442 else if(cvar("camera_enable"))
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444 else if(cvar("camera_enable") && isdemo())
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447 // Enable required Darkplaces cvars
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448 chase_active_backup = cvar("chase_active");
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449 cvar_set("chase_active", "2");
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450 cvar_set("cl_demo_mousegrab", "1");
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451 camera_active = TRUE;
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452 camera_mode = FALSE;
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455 // Draw the Crosshair
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456 float scoreboard_active;
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457 scoreboard_active = Sbar_WouldDrawScoreboard();
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458 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
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460 // Draw the Engine Status Bar (the default Quake HUD)
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461 R_SetView(VF_DRAWENGINESBAR, 0);
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463 // fetch this one only once per frame
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464 sbar_showbinds = cvar("sbar_showbinds");
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465 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
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467 // Update the mouse position
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469 mousepos_x = vid_conwidth;
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470 mousepos_y = vid_conheight;
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471 mousepos = mousepos*0.5 + getmousepos();
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474 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
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477 for(self = world; (self = nextent(self)); )
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483 // now switch to 2D drawing mode by calling a 2D drawing function
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484 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
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485 // next R_RenderScene call
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486 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
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488 // Draw the mouse cursor
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489 // NOTE: drawpic must happen after R_RenderScene for some reason
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490 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
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491 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
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492 //self = edict_num(player_localnum);
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493 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
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494 //drawstring('0 8', strcat("ORG: ", vtos(self.origin), " state: ", ftos(self.ctf_state), " HP: ", ftos(self.health)), '8 8 0', '1 1 1', 1, 0);
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495 // as long as the ctf part isn't in, this is useless
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499 /*if(gametype == GAME_CTF)
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504 // draw 2D entities
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506 for(self = world; (self = nextent(self)); )
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518 cvar_string("cl_teamradar") != "0"
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521 cvar("cl_teamradar") == 2
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529 if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing
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531 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
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532 Sbar_DrawPressedKeys();
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535 if (cvar("cl_showspeed"))
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539 if(cvar("r_letterbox") == 0)
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540 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
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543 hud = getstati(STAT_HUD);
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544 if(hud == HUD_SPIDEBOT)
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548 sz = drawgetimagesize(SPIDER_CROSS);
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549 sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
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550 sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
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551 drawpic('0.5 0 0' * (vid_conwidth - sz_x) + '0 0.5 0' * (vid_conheight - sz_y), SPIDER_CROSS, sz, '1 1 1', cvar_or("cl_vehicle_spiderbot_cross_alpha",0.6), DRAWFLAG_NORMAL);
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555 if(cvar("r_letterbox") == 0)
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556 if(cvar("viewsize") < 120)
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559 // crosshair goes VERY LAST
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560 if(!scoreboard_active && !ons_showmap && !camera_active) {
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564 if(cvar("crosshair_hittest"))
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565 shottype = TrueAimCheck();
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567 shottype = SHOTTYPE_HITWORLD;
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569 string wcross_style;
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570 wcross_style = cvar_string("crosshair");
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572 if (wcross_style != "0") {
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573 vector wcross_color, wcross_size;
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574 string wcross_wep, wcross_name;
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575 float wcross_alpha, wcross_sizefloat;
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577 wcross_color_x = cvar("crosshair_color_red");
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578 wcross_color_y = cvar("crosshair_color_green");
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579 wcross_color_z = cvar("crosshair_color_blue");
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580 wcross_alpha = cvar("crosshair_color_alpha");
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581 wcross_sizefloat = cvar("crosshair_size");
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582 if (cvar("crosshair_per_weapon")) {
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583 e = get_weaponinfo(activeweapon);
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584 if (e && e.netname != "")
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586 wcross_wep = e.netname;
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587 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
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588 if(wcross_style == "")
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589 wcross_style = e.netname;
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591 if(!cvar("crosshair_color_override"))
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593 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
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594 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
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595 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
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598 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
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599 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
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603 wcross_name = strcat("gfx/crosshair", wcross_style);
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605 if(shottype == SHOTTYPE_HITENEMY)
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606 wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
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607 if(shottype == SHOTTYPE_HITTEAM)
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608 wcross_sizefloat /= cvar("crosshair_hittest"); // is not queried if hittest is 0
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610 wcross_size = drawgetimagesize(wcross_name);
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611 wcross_size_x *= wcross_sizefloat;
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612 wcross_size_y *= wcross_sizefloat;
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614 if(shottype == SHOTTYPE_HITENEMY || shottype == SHOTTYPE_HITWORLD)
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616 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x) + '0 0.5 0' * (vid_conheight - wcross_size_y), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
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620 wcross_alpha *= 0.04 * 0.75;
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621 for(i = -2; i <= 2; ++i)
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622 for(j = -2; j <= 2; ++j)
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623 drawpic('0.5 0 0' * (vid_conwidth - wcross_size_x + i) + '0 0.5 0' * (vid_conheight - wcross_size_y + j), wcross_name, wcross_size, wcross_color, wcross_alpha, DRAWFLAG_NORMAL);
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629 if(NextFrameCommand)
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631 localcmd("\n", NextFrameCommand, "\n");
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632 NextFrameCommand = string_null;
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637 void CSQC_spider_HUD()
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639 float rockets,reload,heat,hp,shield,i;
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642 rockets = getstati(STAT_SPIDERBOT_ROCKETS);
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643 heat = min(getstatf(STAT_SPIDERBOT_HEAT),1);
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644 reload = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
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645 hp = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
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646 shield = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
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649 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
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650 p = p + '0 1 0' * vid_conheight - '0 32 0';
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651 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
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652 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
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654 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
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656 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
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658 // Draw minigun heat indicator
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659 p = '0.5 0 0' * (vid_conwidth - 256);
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660 p = p + '0 1 0' * vid_conheight - '0 34 0';
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661 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
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662 p_x += 256 * (1-heat);
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663 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
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665 // Draw rocket icons for loaded/empty tubes.
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666 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
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667 pp += '0 1 0' * vid_conheight - '0 64 0';
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668 for(i = 0; i < 8; ++i)
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670 p = pp + '1 0 0' * (rkt_size * i);
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673 if(floor(reload * 8) == i)
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675 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 0 0' + '0 1 0' * ((reload*8)-i), 0.75 , DRAWFLAG_NORMAL);
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677 else if(i < reload * 8)
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678 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
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680 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
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685 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
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687 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
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693 Sbar_DrawScoreboard();
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694 Sbar_DrawCenterPrint();
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698 void CSQC_common_hud(void)
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701 // Sbar_SortFrags(); done in Sbar_Draw
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703 hud = getstati(STAT_HUD);
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719 // following vectors must be global to allow seamless switching between camera modes
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720 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
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721 void CSQC_Demo_Camera()
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723 float speed, attenuation, dimensions;
\r
726 if( cvar("camera_reset") || !camera_mode )
\r
728 camera_offset = '0 0 0';
\r
729 current_angles = '0 0 0';
\r
730 camera_direction = '0 0 0';
\r
731 camera_offset_z += 30;
\r
732 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
\r
733 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
\r
734 current_origin = view_origin;
\r
735 current_camera_offset = camera_offset;
\r
736 cvar_set("camera_reset", "0");
\r
737 camera_mode = CAMERA_CHASE;
\r
742 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
\r
744 if(cvar("camera_look_player"))
\r
749 dir = normalize(view_origin - current_position);
\r
750 n = mouse_angles_z;
\r
751 mouse_angles = vectoangles(dir);
\r
752 mouse_angles_x = mouse_angles_x * -1;
\r
753 mouse_angles_z = n;
\r
757 tmp = getmousepos() * 0.1;
\r
758 if(vlen(tmp)>cvar("camera_mouse_treshold"))
\r
760 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
\r
761 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
\r
765 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
\r
766 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
\r
767 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
\r
768 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
\r
770 // Fix difference when angles don't have the same sign
\r
772 if(mouse_angles_y < -60 && current_angles_y > 60)
\r
774 if(mouse_angles_y > 60 && current_angles_y < -60)
\r
775 delta = '0 -360 0';
\r
777 if(cvar("camera_look_player"))
\r
778 attenuation = cvar("camera_look_attenuation");
\r
780 attenuation = cvar("camera_speed_attenuation");
\r
782 attenuation = 1 / max(1, attenuation);
\r
783 current_angles += (mouse_angles - current_angles + delta) * attenuation;
\r
785 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
\r
786 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
\r
787 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
\r
788 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
\r
794 if( camera_direction_x )
\r
796 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
\r
797 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
\r
798 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
\r
799 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
\r
803 if( camera_direction_y )
\r
805 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
\r
806 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
\r
807 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
\r
811 if( camera_direction_z )
\r
813 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
\r
817 if(cvar("camera_free"))
\r
818 speed = cvar("camera_speed_free");
\r
820 speed = cvar("camera_speed_chase");
\r
824 speed = speed * sqrt(1 / dimensions);
\r
825 camera_offset += tmp * speed;
\r
828 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
\r
831 if( cvar("camera_free") )
\r
833 if ( camera_mode == CAMERA_CHASE )
\r
835 current_camera_offset = current_origin + current_camera_offset;
\r
836 camera_offset = current_origin + camera_offset;
\r
839 camera_mode = CAMERA_FREE;
\r
840 current_position = current_camera_offset;
\r
844 if ( camera_mode == CAMERA_FREE )
\r
846 current_origin = view_origin;
\r
847 camera_offset = camera_offset - current_origin;
\r
848 current_camera_offset = current_camera_offset - current_origin;
\r
851 camera_mode = CAMERA_CHASE;
\r
853 if(cvar("camera_chase_smoothly"))
\r
854 current_origin += (view_origin - current_origin) * attenuation;
\r
856 current_origin = view_origin;
\r
858 current_position = current_origin + current_camera_offset;
\r
861 R_SetView(VF_ANGLES, current_angles);
\r
862 R_SetView(VF_ORIGIN, current_position);
\r