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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210 void TrueAim_Init()
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213 trueaim.classname = "trueaim";
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214 trueaim.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_CORPSE;
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217 float EnemyHitCheck(vector start, vector mi, vector ma, vector end)
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220 tracebox(start, mi, ma, end, MOVE_NORMAL, trueaim);
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221 if(trace_networkentity < 1)
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223 if(trace_networkentity > maxclients)
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225 t = GetPlayerColor(trace_networkentity - 1);
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229 if(t == COLOR_SPECTATOR)
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234 float TrueAimCheck()
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236 float nudge = 1; // added to traceline target and subtracted from result
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237 vector vecs, trueaimpoint, w_shotorg;
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242 switch(activeweapon)
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244 case WEP_TUBA: // no aim
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245 case WEP_PORTO: // shoots from eye
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246 case WEP_HOOK: // no trueaim
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247 case WEP_GRENADE_LAUNCHER: // toss curve
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249 case WEP_CAMPINGRIFLE:
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250 if(zoomscript_caught)
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251 return 1 + EnemyHitCheck(view_origin, '0 0 0', '0 0 0', view_origin + view_forward * MAX_SHOT_DISTANCE);
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253 case WEP_ROCKET_LAUNCHER: // projectile has a size!
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257 case WEP_SEEKER: // projectile has a size!
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261 case WEP_ELECTRO: // projectile has a size!
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267 vecs = decompressShotOrigin(getstati(STAT_SHOTORG));
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269 traceline(view_origin, view_origin + view_forward * MAX_SHOT_DISTANCE, MOVE_NOMONSTERS, trueaim);
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270 trueaimpoint = trace_endpos;
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277 dv = view_right * vecs_y + view_up * vecs_z;
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278 w_shotorg = view_origin + dv;
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280 // now move the vecs forward as much as requested if possible
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281 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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282 w_shotorg = trace_endpos - view_forward * nudge;
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284 if(EnemyHitCheck(w_shotorg, mi, ma, trueaimpoint))
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287 // now test whether we will actually hit the trueaimpoint...
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288 tracebox(w_shotorg, mi, ma, trueaimpoint, MOVE_NOMONSTERS, trueaim);
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290 return vlen(trace_endpos - trueaimpoint) <= vlen(ma - mi) + 1;
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291 // 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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294 void CSQC_common_hud(void);
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296 void CSQC_kh_hud(void);
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297 void CSQC_ctf_hud(void);
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298 void PostInit(void);
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299 void CSQC_Demo_Camera();
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300 float Sbar_WouldDrawScoreboard ();
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303 string NextFrameCommand;
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304 void CSQC_spider_HUD();
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305 void CSQC_UpdateView(float w, float h)
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312 WaypointSprite_Load();
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314 myteam = GetPlayerColor(player_localentnum - 1);
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316 ticrate = getstatf(STAT_MOVEVARS_TICRATE) * getstatf(STAT_MOVEVARS_TIMESCALE);
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318 // Render the Scene
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319 if(!intermission || !view_set)
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321 view_origin = pmove_org + '0 0 1' * getstati(STAT_VIEWHEIGHT);
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322 view_angles = input_angles;
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323 makevectors(view_angles);
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324 view_forward = v_forward;
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325 view_right = v_right;
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334 if(time > blurtest_time0 && time < blurtest_time1)
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338 t = (time - blurtest_time0) / (blurtest_time1 - blurtest_time0);
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339 r = t * blurtest_radius;
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340 f = 1 / pow(t, blurtest_power) - 1;
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342 cvar_set("r_glsl_postprocess", "1");
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343 cvar_set("r_glsl_postprocess_uservec1", strcat(ftos(r), " ", ftos(f), " 0 0"));
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347 cvar_set("r_glsl_postprocess", "0");
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348 cvar_set("r_glsl_postprocess_uservec1", "0 0 0 0");
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354 drawframetime = max(0.000001, time - drawtime);
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357 // watch for gametype changes here...
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358 // in ParseStuffCMD the cmd isn't executed yet :/
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359 // might even be better to add the gametype to TE_CSQC_INIT...?
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363 CheckForGamestartChange();
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364 maptimeAnnouncer();
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367 if(button_zoom || fov <= 59.5)
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369 if(!zoomscript_caught)
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371 localcmd("+button4\n");
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372 zoomscript_caught = 1;
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373 ignore_plus_zoom += 1;
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378 if(zoomscript_caught)
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380 localcmd("-button4\n");
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381 zoomscript_caught = 0;
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382 ignore_minus_zoom += 1;
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386 sbar_alpha_fg = cvar("sbar_alpha_fg" );
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387 sbar_currentammo = cvar("sbar_showcurrentammo");
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388 sbar_hudselector = cvar("sbar_hudselector");
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389 sbar_hud_accuracy = cvar("sbar_hud_accuracy");
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390 ColorTranslateMode = cvar("cl_stripcolorcodes");
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391 activeweapon = getstati(STAT_SWITCHWEAPON);
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392 f = cvar("teamplay");
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399 if(last_weapon != activeweapon) {
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401 last_weapon = activeweapon;
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404 // ALWAYS Clear Current Scene First
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407 // Assign Standard Viewflags
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408 // Draw the World (and sky)
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409 R_SetView(VF_DRAWWORLD, 1);
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411 // Set the console size vars
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412 vid_conwidth = cvar("vid_conwidth");
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413 vid_conheight = cvar("vid_conheight");
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414 vid_pixelheight = cvar("vid_pixelheight");
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416 R_SetView(VF_FOV, GetCurrentFov(fov));
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418 // Camera for demo playback
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421 if(cvar("camera_enable"))
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422 CSQC_Demo_Camera();
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425 cvar_set("chase_active", ftos(chase_active_backup));
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426 cvar_set("cl_demo_mousegrab", "0");
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427 camera_active = FALSE;
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431 else if(cvar("camera_enable"))
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433 else if(cvar("camera_enable") && isdemo())
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436 // Enable required Darkplaces cvars
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437 chase_active_backup = cvar("chase_active");
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438 cvar_set("chase_active", "2");
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439 cvar_set("cl_demo_mousegrab", "1");
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440 camera_active = TRUE;
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441 camera_mode = FALSE;
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444 // Draw the Crosshair
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445 float scoreboard_active;
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446 scoreboard_active = Sbar_WouldDrawScoreboard();
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447 R_SetView(VF_DRAWCROSSHAIR, 0); //Make sure engine crosshairs are always hidden
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449 // Draw the Engine Status Bar (the default Quake HUD)
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450 R_SetView(VF_DRAWENGINESBAR, 0);
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452 // fetch this one only once per frame
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453 sbar_showbinds = cvar("sbar_showbinds");
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454 sbar_showbinds_limit = cvar("sbar_showbinds_limit");
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456 // Update the mouse position
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458 mousepos_x = vid_conwidth;
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459 mousepos_y = vid_conheight;
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460 mousepos = mousepos*0.5 + getmousepos();
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463 R_AddEntities(MASK_NORMAL | MASK_ENGINE | MASK_ENGINEVIEWMODELS);
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466 for(self = world; (self = nextent(self)); )
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472 // now switch to 2D drawing mode by calling a 2D drawing function
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473 // then polygon drawing will draw as 2D stuff, and NOT get queued until the
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474 // next R_RenderScene call
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475 drawstring('0 0 0', "", '1 1 0', '1 1 1', 0, 0);
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477 // Draw the mouse cursor
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478 // NOTE: drawpic must happen after R_RenderScene for some reason
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479 //drawpic(getmousepos(), "gfx/cursor.tga", '11 14 0', '1 1 1', 1, 0);
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480 //drawstring('50 50', ftos(game), '10 10 0', '1 1 1', 1, 0);
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481 //self = edict_num(player_localnum);
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482 //drawstring('0 0', vtos(pmove_org), '8 8 0', '1 1 1', 1, 0);
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483 //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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484 // as long as the ctf part isn't in, this is useless
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488 /*if(gametype == GAME_CTF)
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493 // draw 2D entities
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495 for(self = world; (self = nextent(self)); )
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507 cvar_string("cl_teamradar") != "0"
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510 cvar("cl_teamradar") == 2
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518 if (cvar("cl_showpressedkeys")) // draw pressed keys when spectating and playing
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520 if(spectatee_status > 0 || cvar("cl_showpressedkeys") >= 2)
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521 Sbar_DrawPressedKeys();
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524 if (cvar("cl_showspeed"))
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528 if(cvar("r_letterbox") == 0)
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529 Sbar_DrawCenterPrint(); // draw centerprint messages even if viewsize >= 120
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532 hud = getstati(STAT_HUD);
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533 if(hud == HUD_SPIDEBOT)
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537 sz = drawgetimagesize(SPIDER_CROSS);
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538 sz_x *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
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539 sz_y *= cvar_or("cl_vehicle_spiderbot_cross_size",1);
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540 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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544 if(cvar("r_letterbox") == 0)
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545 if(cvar("viewsize") < 120)
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548 // crosshair goes VERY LAST
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549 if(!scoreboard_active && !ons_showmap && !camera_active) {
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553 if(cvar("crosshair_hittest"))
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554 goodshot = TrueAimCheck();
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558 string wcross_style;
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559 wcross_style = cvar_string("crosshair");
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561 if (wcross_style != "0") {
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562 vector wcross_color, wcross_size;
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563 string wcross_wep, wcross_name;
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564 float wcross_alpha, wcross_sizefloat;
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566 wcross_color_x = cvar("crosshair_color_red");
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567 wcross_color_y = cvar("crosshair_color_green");
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568 wcross_color_z = cvar("crosshair_color_blue");
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569 wcross_alpha = cvar("crosshair_color_alpha");
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570 wcross_sizefloat = cvar("crosshair_size");
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571 if (cvar("crosshair_per_weapon")) {
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572 e = get_weaponinfo(activeweapon);
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573 if (e && e.netname != "")
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575 wcross_wep = e.netname;
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576 wcross_style = cvar_string(strcat("crosshair_", wcross_wep));
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577 if(wcross_style == "")
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578 wcross_style = e.netname;
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580 if(!cvar("crosshair_color_override"))
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582 wcross_color_x = cvar(strcat("crosshair_", wcross_wep, "_color_red"));
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583 wcross_color_y = cvar(strcat("crosshair_", wcross_wep, "_color_green"));
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584 wcross_color_z = cvar(strcat("crosshair_", wcross_wep, "_color_blue"));
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587 wcross_alpha *= cvar(strcat("crosshair_", wcross_wep, "_color_alpha"));
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588 wcross_sizefloat *= cvar(strcat("crosshair_", wcross_wep, "_size"));
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592 wcross_name = strcat("gfx/crosshair", wcross_style);
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595 wcross_sizefloat *= cvar("crosshair_hittest"); // is not queried if hittest is 0
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597 wcross_size = drawgetimagesize(wcross_name);
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598 wcross_size_x *= wcross_sizefloat;
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599 wcross_size_y *= wcross_sizefloat;
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603 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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607 wcross_alpha *= 0.04 * 0.75;
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608 for(i = -2; i <= 2; ++i)
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609 for(j = -2; j <= 2; ++j)
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610 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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616 if(NextFrameCommand)
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618 localcmd("\n", NextFrameCommand, "\n");
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619 NextFrameCommand = string_null;
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624 void CSQC_spider_HUD()
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626 float rockets,reload,heat,hp,shield,i;
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629 rockets = getstati(STAT_SPIDERBOT_ROCKETS);
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630 heat = min(getstatf(STAT_SPIDERBOT_HEAT),1);
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631 reload = min(getstatf(STAT_SPIDERBOT_RELOAD),1);
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632 hp = min(getstatf(STAT_SPIDERBOT_HEALTH),1);
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633 shield = min(getstatf(STAT_SPIDERBOT_SHIELD),1);
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636 p = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
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637 p = p + '0 1 0' * vid_conheight - '0 32 0';
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638 //pp = ('0 1 0' * hp) + ('1 0 0' * (1-hp));
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639 drawfill(p, '256 0 0' * shield + '0 8 0' , '0.5 0.5 1', 0.75, DRAWFLAG_NORMAL);
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641 drawfill(p, '256 0 0' * hp + '0 8 0' , '0 1 0', 0.75, DRAWFLAG_NORMAL);
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643 drawfill(p, '256 0 0' * (1-hp) + '0 8 0' , '0 0 0', 0.75, DRAWFLAG_NORMAL);
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645 // Draw minigun heat indicator
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646 p = '0.5 0 0' * (vid_conwidth - 256);
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647 p = p + '0 1 0' * vid_conheight - '0 34 0';
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648 drawfill(p, '256 0 0' * (1-heat) + '0 2 0' ,'0 0 1', 0.5, DRAWFLAG_NORMAL);
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649 p_x += 256 * (1-heat);
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650 drawfill(p, '256 0 0' * heat + '0 2 0' , '1 0 0', 0.5, DRAWFLAG_NORMAL);
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652 // Draw rocket icons for loaded/empty tubes.
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653 pp = '0.5 0 0' * (vid_conwidth - (rkt_size * 8));
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654 pp += '0 1 0' * vid_conheight - '0 64 0';
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655 for(i = 0; i < 8; ++i)
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657 p = pp + '1 0 0' * (rkt_size * i);
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660 if(floor(reload * 8) == i)
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662 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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664 else if(i < reload * 8)
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665 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '1 1 0', 0.75 , DRAWFLAG_NORMAL);
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667 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0.5 0.5 0.5', 0.75, DRAWFLAG_NORMAL);
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672 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 0 0', 0.25, DRAWFLAG_NORMAL);
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674 drawpic(p, spider_rocket_icon, '1 1 0' * rkt_size, '0 1 0' * reload, 0.75, DRAWFLAG_NORMAL);
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680 Sbar_DrawScoreboard();
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681 Sbar_DrawCenterPrint();
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685 void CSQC_common_hud(void)
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688 // Sbar_SortFrags(); done in Sbar_Draw
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690 hud = getstati(STAT_HUD);
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706 // following vectors must be global to allow seamless switching between camera modes
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707 vector camera_offset, current_camera_offset, mouse_angles, current_angles, current_origin, current_position;
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708 void CSQC_Demo_Camera()
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710 float speed, attenuation, dimensions;
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713 if( cvar("camera_reset") || !camera_mode )
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715 camera_offset = '0 0 0';
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716 current_angles = '0 0 0';
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717 camera_direction = '0 0 0';
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718 camera_offset_z += 30;
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719 camera_offset_x += 30 * -cos(current_angles_y * DEG2RAD);
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720 camera_offset_y += 30 * -sin(current_angles_y * DEG2RAD);
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721 current_origin = view_origin;
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722 current_camera_offset = camera_offset;
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723 cvar_set("camera_reset", "0");
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724 camera_mode = CAMERA_CHASE;
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729 mouse_angles_z += camera_roll * cvar("camera_speed_roll");
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731 if(cvar("camera_look_player"))
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736 dir = normalize(view_origin - current_position);
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737 n = mouse_angles_z;
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738 mouse_angles = vectoangles(dir);
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739 mouse_angles_x = mouse_angles_x * -1;
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740 mouse_angles_z = n;
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744 tmp = getmousepos() * 0.1;
\r
745 if(vlen(tmp)>cvar("camera_mouse_treshold"))
\r
747 mouse_angles_x += tmp_y * cos(mouse_angles_z * DEG2RAD) + (tmp_x * sin(mouse_angles_z * DEG2RAD));
\r
748 mouse_angles_y -= tmp_x * cos(mouse_angles_z * DEG2RAD) + (tmp_y * -sin(mouse_angles_z * DEG2RAD));
\r
752 while (mouse_angles_x < -180) mouse_angles_x = mouse_angles_x + 360;
\r
753 while (mouse_angles_x > 180) mouse_angles_x = mouse_angles_x - 360;
\r
754 while (mouse_angles_y < -180) mouse_angles_y = mouse_angles_y + 360;
\r
755 while (mouse_angles_y > 180) mouse_angles_y = mouse_angles_y - 360;
\r
757 // Fix difference when angles don't have the same sign
\r
759 if(mouse_angles_y < -60 && current_angles_y > 60)
\r
761 if(mouse_angles_y > 60 && current_angles_y < -60)
\r
762 delta = '0 -360 0';
\r
764 if(cvar("camera_look_player"))
\r
765 attenuation = cvar("camera_look_attenuation");
\r
767 attenuation = cvar("camera_speed_attenuation");
\r
769 attenuation = 1 / max(1, attenuation);
\r
770 current_angles += (mouse_angles - current_angles + delta) * attenuation;
\r
772 while (current_angles_x < -180) current_angles_x = current_angles_x + 360;
\r
773 while (current_angles_x > 180) current_angles_x = current_angles_x - 360;
\r
774 while (current_angles_y < -180) current_angles_y = current_angles_y + 360;
\r
775 while (current_angles_y > 180) current_angles_y = current_angles_y - 360;
\r
781 if( camera_direction_x )
\r
783 tmp_x = camera_direction_x * cos(current_angles_y * DEG2RAD);
\r
784 tmp_y = camera_direction_x * sin(current_angles_y * DEG2RAD);
\r
785 if( cvar("camera_forward_follows") && !cvar("camera_look_player") )
\r
786 tmp_z = camera_direction_x * -sin(current_angles_x * DEG2RAD);
\r
790 if( camera_direction_y )
\r
792 tmp_x += camera_direction_y * -sin(current_angles_y * DEG2RAD);
\r
793 tmp_y += camera_direction_y * cos(current_angles_y * DEG2RAD) * cos(current_angles_z * DEG2RAD);
\r
794 tmp_z += camera_direction_y * sin(current_angles_z * DEG2RAD);
\r
798 if( camera_direction_z )
\r
800 tmp_z += camera_direction_z * cos(current_angles_z * DEG2RAD);
\r
804 if(cvar("camera_free"))
\r
805 speed = cvar("camera_speed_free");
\r
807 speed = cvar("camera_speed_chase");
\r
811 speed = speed * sqrt(1 / dimensions);
\r
812 camera_offset += tmp * speed;
\r
815 current_camera_offset += (camera_offset - current_camera_offset) * attenuation;
\r
818 if( cvar("camera_free") )
\r
820 if ( camera_mode == CAMERA_CHASE )
\r
822 current_camera_offset = current_origin + current_camera_offset;
\r
823 camera_offset = current_origin + camera_offset;
\r
826 camera_mode = CAMERA_FREE;
\r
827 current_position = current_camera_offset;
\r
831 if ( camera_mode == CAMERA_FREE )
\r
833 current_origin = view_origin;
\r
834 camera_offset = camera_offset - current_origin;
\r
835 current_camera_offset = current_camera_offset - current_origin;
\r
838 camera_mode = CAMERA_CHASE;
\r
840 if(cvar("camera_chase_smoothly"))
\r
841 current_origin += (view_origin - current_origin) * attenuation;
\r
843 current_origin = view_origin;
\r
845 current_position = current_origin + current_camera_offset;
\r
848 R_SetView(VF_ANGLES, current_angles);
\r
849 R_SetView(VF_ORIGIN, current_position);
\r