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@@ -31,5 +31,6 @@ chat.qc | |
user_input.qc | ||
view_model.qc | ||
particles.qc | ||
chasecam.qc | ||
main.qc | ||
#endlist |
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/* | ||
client/chasecam.qc | ||
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A pretty direct port of Quake's chase cam to CSQC. | ||
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Copyright (C) 1996-1997 Id Software, Inc. | ||
Copyright (C) 2021-2024 NZ:P Team | ||
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This program is free software; you can redistribute it and/or | ||
modify it under the terms of the GNU General Public License | ||
as published by the Free Software Foundation; either version 2 | ||
of the License, or (at your option) any later version. | ||
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This program is distributed in the hope that it will be useful, | ||
but WITHOUT ANY WARRANTY; without even the implied warranty of | ||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. | ||
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See the GNU General Public License for more details. | ||
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You should have received a copy of the GNU General Public License | ||
along with this program; if not, write to: | ||
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Free Software Foundation, Inc. | ||
59 Temple Place - Suite 330 | ||
Boston, MA 02111-1307, USA | ||
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*/ | ||
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vector chase_pos; | ||
vector chase_angles; | ||
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vector chase_dest; | ||
vector chase_dest_angles; | ||
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void() Chase_Init = | ||
{ | ||
autocvar(chase_back, 100); | ||
autocvar(chase_up, 16); | ||
autocvar(chase_right, 0); | ||
autocvar(chase_active, 0); | ||
autocvar(chase_roll, 0); | ||
autocvar(chase_yaw, 0); | ||
autocvar(chase_pitch, 0); | ||
}; | ||
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float chase_nodraw; | ||
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#define NUM_TESTS 64 | ||
#define CHASE_DEST_OFFSET 2.0 | ||
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void() Chase_Update = | ||
{ | ||
int i; | ||
float dist; | ||
vector cl_viewangles, cl_vieworigin; | ||
vector dest, stop; | ||
int best; | ||
int viewcontents; | ||
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cl_viewangles = getproperty(VF_ANGLES); | ||
cl_vieworigin = getproperty(VF_ORIGIN); | ||
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// if can't see player, reset | ||
makevectors(cl_viewangles); | ||
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// calc exact destination | ||
for (i = 0; i < 3; i++) { | ||
chase_dest[i] = cl_vieworigin[i] - v_forward[i] * autocvar_chase_back - v_right[i] * autocvar_chase_right; | ||
} | ||
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chase_dest[2] = cl_vieworigin[2] + autocvar_chase_up; | ||
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// take contents of the view leaf | ||
viewcontents = pointcontents(cl_vieworigin); | ||
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for (best = 0; best < NUM_TESTS; best++) { | ||
vector chase_newdest; | ||
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chase_newdest[0] = cl_vieworigin[0] + (chase_dest[0] - cl_vieworigin[0]) * best / NUM_TESTS; | ||
chase_newdest[1] = cl_vieworigin[1] + (chase_dest[1] - cl_vieworigin[1]) * best / NUM_TESTS; | ||
chase_newdest[2] = cl_vieworigin[2] + (chase_dest[2] - cl_vieworigin[2]) * best / NUM_TESTS; | ||
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// check for a leaf hit with different contents | ||
if (pointcontents(chase_newdest) != viewcontents) | ||
{ | ||
// go back to the previous best as this one is bad | ||
// unless the first one was also bad, (viewleaf contents != viewleaf contents!!!) | ||
if (best > 0) { | ||
best--; | ||
} else { | ||
best = NUM_TESTS; | ||
break; | ||
} | ||
} | ||
} | ||
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// certain surfaces can be viewed at an oblique enough angle that they are partially clipped | ||
// by znear, so now we fix that too... | ||
for (; best >= 0; best--) { | ||
// number of matches | ||
int nummatches = 0; | ||
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// adjust | ||
chase_dest[0] = cl_vieworigin[0] + (chase_dest[0] - cl_vieworigin[0]) * best / NUM_TESTS; | ||
chase_dest[1] = cl_vieworigin[1] + (chase_dest[1] - cl_vieworigin[1]) * best / NUM_TESTS; | ||
chase_dest[2] = cl_vieworigin[2] + (chase_dest[2] - cl_vieworigin[2]) * best / NUM_TESTS; | ||
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// move x to neg | ||
chase_dest[0] -= CHASE_DEST_OFFSET; | ||
if (pointcontents(chase_dest) == viewcontents) nummatches++; | ||
chase_dest[0] += CHASE_DEST_OFFSET; | ||
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// move x to pos | ||
chase_dest[0] += CHASE_DEST_OFFSET; | ||
if (pointcontents(chase_dest) == viewcontents) nummatches++; | ||
chase_dest[0] -= CHASE_DEST_OFFSET; | ||
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// move y to neg | ||
chase_dest[1] -= CHASE_DEST_OFFSET; | ||
if (pointcontents(chase_dest) == viewcontents) nummatches++; | ||
chase_dest[1] += CHASE_DEST_OFFSET; | ||
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// move y to pos | ||
chase_dest[1] += CHASE_DEST_OFFSET; | ||
if (pointcontents(chase_dest) == viewcontents) nummatches++; | ||
chase_dest[1] -= CHASE_DEST_OFFSET; | ||
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// move z to neg | ||
chase_dest[2] -= CHASE_DEST_OFFSET; | ||
if (pointcontents(chase_dest) == viewcontents) nummatches++; | ||
chase_dest[2] += CHASE_DEST_OFFSET; | ||
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// move z to pos | ||
chase_dest[2] += CHASE_DEST_OFFSET; | ||
if (pointcontents(chase_dest) == viewcontents) nummatches++; | ||
chase_dest[2] -= CHASE_DEST_OFFSET; | ||
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// all tests passed so we're good! | ||
if (nummatches == 6) break; | ||
} | ||
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// find the spot the player is looking at | ||
dest[0] = cl_vieworigin[0] + 4096 * v_forward[0]; | ||
dest[1] = cl_vieworigin[1] + 4096 * v_forward[1]; | ||
dest[2] = cl_vieworigin[2] + 4096 * v_forward[2]; | ||
traceline(cl_vieworigin, dest, MOVE_NOMONSTERS, world); | ||
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// calculate pitch to look at the same spot from camera | ||
stop[0] = cl_vieworigin[0] - trace_endpos[0]; | ||
stop[1] = cl_vieworigin[1] - trace_endpos[1]; | ||
stop[2] = cl_vieworigin[2] - trace_endpos[2]; | ||
dist = dotproduct(stop, v_forward); | ||
if (dist < 1) dist = 1; | ||
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cl_viewangles[0] = -atan(stop[2] / dist) / M_PI * 180; | ||
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setviewprop(VF_ORIGIN, chase_dest); | ||
//setviewprop(VF_ANGLES, cl_viewangles); | ||
}; |
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