void Cmd_Chasecam_Toggle (edict_t *ent)
{
	// Lazarus: Don't allow thirdperson when using spycam
	if (!ent->deadflag && !ent->client->spycam)
	{
		if (ent->client->chasetoggle)
			ChasecamRemove (ent, OPTION_OFF);
		// Knightmare- don't use server chasecam if client chasecam is on
		else if (!cl_3dcam->value || deathmatch->value || coop->value)
			ChasecamStart (ent);
	}
}
Exemple #2
0
void Cmd_Chasecam_Toggle (edict_t *ent)
{
	int i;
	edict_t *e;

////////////////////////////////////
// ADDED
	if(ent->client->resp.spectator == true)// ||
	   //(ent->client->resp.team == CTF_NOTEAM && ent->client->resp.player_class == NO_CLASS))
	{
		if (ent->client->chase_target) 
		{
			//ent->svflags &= ~SVF_NOCLIENT;       //added
			ent->client->chase_target = NULL;
		}
		else
		{
			for (i = 1; i <= maxclients->value; i++) 
			{
				e = g_edicts + i;
				if (e->inuse && e->solid != SOLID_NOT) 
				{
					ent->client->chase_target = e;
					ent->client->update_chase = true;
					ent->svflags |= SVF_NOCLIENT;    //added
					break;
				}
			}
		}
	}
	// Lazarus: Don't allow thirdperson when using spycam
	else if (!ent->deadflag  && !ent->client->spycam /*&& ent->client->resp.player_class*/)
	{
//		if (ent->client->chasetoggle)
		if (ent->client->chaseactive)
		{
		//	gi.cprintf (ent, PRINT_HIGH, "Leaving Third Person mode.\n");			
			ChasecamRemove (ent); 
		}
		// Knightmare- don't use server chasecam if client chasecam is on
		else if (!cl_thirdperson->value || deathmatch->value || coop->value)
		{
		//	gi.cprintf (ent, PRINT_HIGH, "Starting Third Person mode.\n");
			ChasecamStart (ent);
		}
	}
}
/* ent = chasecam */
void ChasecamRestart (edict_t *ent)
{
/* Keep thinking this function to check all the time whether the
	* player is out of the water */
	/* If the player is dead, the camera is not wanted... Kill me and stop
	* the function. (return;) */
	if (ent->owner->health <= 0)
	{
		G_FreeEdict(ent);
		return;
	}
	/* If the player is still completly underwater, break the routine
	unless tpp has changed!*/
//	if (ent->owner->waterlevel && !tpp->value)
//		return;
	//Put camera back
	ChasecamStart (ent->owner);
	//Remove this temporary ent
	G_FreeEdict (ent);
}
Exemple #4
0
void ChasecamTrack (edict_t *ent)
{
    /* Create tempory vectors and trace variables */
	trace_t      tr;
	vec3_t       spot1, spot2, dir;
	vec3_t       forward, right, up;
	int          dist;
	int          cap;
        
	ent->nextthink = level.time + 0.100;

    /* get the CLIENT's angle, and break it down into direction vectors,
     * of forward, right, and up. VERY useful */
	AngleVectors (ent->owner->client->v_angle, forward, right, up);
        
        /* go starting at the player's origin, forward, ent->chasedist1
         * distance, and save the location in vector spot2 */

   VectorMA (ent->owner->s.origin, -ent->chasedist1, forward, spot2);
        
        /* make spot2 a bit higher, but adding 20 to the Z coordinate */

   spot2[2] += 20.000;

        /* if the client is looking down, do backwards up into the air, 0.6
         * to the ratio of looking down, so the crosshair is still roughly
         * aiming at where the player is aiming. */

   if (ent->owner->client->v_angle[0] < 0.000)
      VectorMA (spot2, (ent->owner->client->v_angle[0] * 0.2), up, spot2);

        /* if the client is looking up, do the same, but do DOWN rather than
         * up, so the camera is behind the player aiming in a similar dir */

   else if (ent->owner->client->v_angle[0] > 0.000)
      VectorMA (spot2, (ent->owner->client->v_angle[0] * 0.2), up, spot2);

        /* make the tr traceline trace from the player model's position, to spot2,
         * ignoring the player, with MASK_SHOT. These masks have been fixed
         * from the previous version. The MASK_SHOT will stop the camera from
         * getting stuck in walls, sky, etc. */

   tr = gi.trace (ent->owner->s.origin, NULL, NULL, spot2, ent->owner, MASK_SHOT);
        
        /* subtract the endpoint from the start point for length and
         * direction manipulation */

   VectorSubtract (tr.endpos, ent->owner->s.origin, spot1);

        /* in this case, length */

   ent->chasedist1 = VectorLength (spot1);
        
        /* go, starting from the end of the trace, 2 points forward (client
         * angles) and save the location in spot2 */

   VectorMA (tr.endpos, 2, forward, spot2);

        /* make spot1 the same for tempory vector modification and make spot1
         * a bit higher than spot2 */

   VectorCopy (spot2, spot1);
   spot1[2] += 32;

        /* another trace from spot2 to spot2, ignoring player, no masks */

   tr = gi.trace (spot2, NULL, NULL, spot1, ent->owner, MASK_SHOT);

        /* if we hit something, copy the trace end to spot2 and lower spot2 */

   if (tr.fraction < 1.000)
   {
        VectorCopy (tr.endpos, spot2);
        spot2[2] -= 32;
   }

        /* subtract endpos spot2 from startpos the camera origin, saving it to
         * the dir vector, and normalize dir for a direction from the camera
         * origin, to the spot2 */

   VectorSubtract (spot2, ent->s.origin, dir);
   VectorNormalize (dir);
        
        /* subtract the same things, but save it in spot1 for a temporary
         * length calculation */

   VectorSubtract (spot2, ent->s.origin, spot1);
   dist = VectorLength (spot1);
        
        /* another traceline */

   tr = gi.trace (ent->s.origin, NULL, NULL, spot2, ent->owner, MASK_SHOT);
        
        /* if we DON'T hit anyting, do some freaky stuff <G> */

   if (tr.fraction == 1.000)
   {

           /* Make the angles of the chasecam, the same as the player, so
            * we are always behind the player. (angles) */

           VectorCopy (ent->owner->s.angles, ent->s.angles);
        
           /* calculate the percentages of the distances, and make sure we're
            * not going too far, or too short, in relation to our panning
            * speed of the chasecam entity */

      cap = (dist * 0.400);

           /* if we're going too fast, make us top speed */

      if (cap > 5.200)
      {
           ent->velocity[0] = ((dir[0] * dist) * 5.2);
           ent->velocity[1] = ((dir[1] * dist) * 5.2);
           ent->velocity[2] = ((dir[2] * dist) * 5.2);
      }
      else
      {

              /* if we're NOT going top speed, but we're going faster than
               * 1, relative to the total, make us as fast as we're going */

         if ( (cap > 1.000) )
         {
            ent->velocity[0] = ((dir[0] * dist) * cap);
            ent->velocity[1] = ((dir[1] * dist) * cap);
            ent->velocity[2] = ((dir[2] * dist) * cap);

         }
         else
         {

              /* if we're not going faster than one, don't accelerate our
               * speed at all, make us go slow to our destination */

            ent->velocity[0] = (dir[0] * dist);
            ent->velocity[1] = (dir[1] * dist);
            ent->velocity[2] = (dir[2] * dist);

         }

      }
                
           /* subtract endpos;player position, from chasecam position to get
            * a length to determine whether we should accelerate faster from
            * the player or not */

      VectorSubtract (ent->owner->s.origin, ent->s.origin, spot1);

      if (VectorLength(spot1) < 20)
      {
         ent->velocity[0] *= 2; 
         ent->velocity[1] *= 2; 
         ent->velocity[2] *= 2; 

      }
        
   }

        /* if we DID hit something in the tr.fraction call ages back, then
         * make the spot2 we created, the position for the chasecamera. */

   else
      VectorCopy (spot2, ent->s.origin);

        /* If the distance is less than 90, then we haven't reached the
         * furthest point. If we HAVEN'T reached the furthest point, keep
         * going backwards. This was a fix for the "shaking". The camera was
         * getting forced backwards, only to be brought back, next think */

   
   if (ent->chasedist1 < 90.00)   
	   ent->chasedist1 += 1;

        /* if we're too far away, give us a maximum distance */

   else if (ent->chasedist1 > 90.00) 
        ent->chasedist1 = 90;
		
		/* if we haven't gone anywhere since the last think routine, and we
         * are greater than 20 points in the distance calculated, add one to
         * the second chasedistance variable

         * The "ent->movedir" is a vector which is not used in this entity, so
         * we can use this a tempory vector belonging to the chasecam, which
         * can be carried through think routines. */

   if (ent->movedir == ent->s.origin)
   {
      if (dist > 20)
         ent->chasedist2++;
   }

        /* if we've buggered up more than 3 times, there must be some mistake,
         * so restart the camera so we re-create a chasecam, destroy the old one,
         * slowly go outwards from the player, and keep thinking this routing in
         * the new camera entity */

   if (ent->chasedist2 > 3)
   {
      ChasecamStart (ent->owner);
      G_FreeEdict(ent);
      return;
   }

        /* Copy the position of the chasecam now, and stick it to the movedir
         * variable, for position checking when we rethink this function */

   VectorCopy (ent->s.origin, ent->movedir);

}
/* The "ent" is the chasecam */
void ChasecamTrack (edict_t *ent)
{
	/* Create tempory vectors and trace variables */
	trace_t 	 tr;
	vec3_t		 spot1, spot2, dir;
	vec3_t		 forward, right, up,angles;
	int 		 distance;
	int 		 tot;		 
	ent->nextthink = level.time + 0.100;
	/* if our owner is under water, run the remove routine to repeatedly
	* check for emergment from water */
//	if (ent->owner->waterlevel && !tpp->value)
//	{
//		ChasecamRemove (ent->owner, OPTION_BACKGROUND);
//		return;
//	}		 
	/* get the CLIENT's angle, and break it down into direction vectors,
	* of forward, right, and up. VERY useful */
	VectorCopy(ent->owner->client->v_angle,angles);
	if (angles[PITCH] > 56)
		angles[PITCH] = 56;
	AngleVectors (angles, forward, right, up);
	VectorNormalize(forward);
	/* go starting at the player's origin, forward, ent->chasedist1
	* distance, and save the location in vector spot2 */
	VectorMA (ent->owner->s.origin, -ent->chasedist1, forward, spot2);
	/* make spot2 a bit higher, by adding viewheight to the Z coordinate */
	spot2[2] += (ent->owner->viewheight + 16);
	// jump animation lifts
	if (!ent->owner->groundentity)
		spot2[2] += 16;
		/* make the tr traceline trace from the player model's position, to spot2,
	* ignoring the player, with a mask. */
	tr = gi.trace (ent->owner->s.origin, vec3_origin, vec3_origin, spot2, ent->owner, MASK_SOLID);
	/* subtract the endpoint from the start point for length and
	* direction manipulation */
	VectorSubtract (tr.endpos, ent->owner->s.origin, spot1);
	/* in this case, length */
	ent->chasedist1 = VectorLength (spot1); 	   
	/* go, starting from the end of the trace, 2 points forward (client
	* angles) and save the location in spot2 */
	VectorMA (tr.endpos, 2, forward, spot2);
	/* make spot1 the same for tempory vector modification and make spot1
	* a bit higher than spot2 */
	VectorCopy (spot2, spot1);
	spot1[2] += 32;
	/* another trace from spot2 to spot1, ignoring player, no masks */
	tr = gi.trace (spot2, vec3_origin, vec3_origin, spot1, ent->owner, MASK_SOLID);
	/* if we hit something, copy the trace end to spot2 and lower spot2 */
	if (tr.fraction < 1.000)
	{
		VectorCopy (tr.endpos, spot2);
		spot2[2] -= 32;
	}
	/* subtract endpos spot2 from startpos the camera origin, saving it to
	* the dir vector, and normalize dir for a direction from the camera
	* origin, to the spot2 */
	VectorSubtract (spot2, ent->s.origin, dir);
	distance = VectorLength (dir);		  
	VectorNormalize (dir);		  
	/* another traceline */
	tr = gi.trace (ent->s.origin, vec3_origin, vec3_origin, spot2, ent->owner, MASK_SOLID);
	/* if we DON'T hit anyting, do some freaky stuff  */
	if (tr.fraction == 1.000)
	{
	/* subtract the endpos camera position, from the startpos, the
	* player, and save in spot1. Normalize spot1 for a direction, and
	* make that direction the angles of the chasecam for copying to the
		* clients view angle which is displayed to the client. (human) */
		VectorSubtract (ent->s.origin, ent->owner->s.origin, spot1);
		VectorNormalize (spot1);
		VectorCopy (spot1, ent->s.angles);
		/* calculate the percentages of the distances, and make sure we're
		* not going too far, or too short, in relation to our panning
		* speed of the chasecam entity */
		tot = (distance * 0.400);
		/* if we're going too fast, make us top speed */
		if (tot > 5.200)
		{
			ent->velocity[0] = ((dir[0] * distance) * 5.2);
			ent->velocity[1] = ((dir[1] * distance) * 5.2);
			ent->velocity[2] = ((dir[2] * distance) * 5.2);
		}
		else
		{
		/* if we're NOT going top speed, but we're going faster than
			* 1, relative to the total, make us as fast as we're going */
			if (tot > 1.000)
			{
				ent->velocity[0] = ((dir[0] * distance) * tot);
				ent->velocity[1] = ((dir[1] * distance) * tot);
				ent->velocity[2] = ((dir[2] * distance) * tot);
			}
			else
			{
			/* if we're not going faster than one, don't accelerate our
				* speed at all, make us go slow to our destination */
				ent->velocity[0] = (dir[0] * distance);
				ent->velocity[1] = (dir[1] * distance);
				ent->velocity[2] = (dir[2] * distance);
			}
		}				 
		/* subtract endpos,player position, from chasecam position to get
		* a length to determine whether we should accelerate faster from
		* the player or not */
		VectorSubtract (ent->owner->s.origin, ent->s.origin, spot1);
		if (VectorLength(spot1) < 20)
		{
			ent->velocity[0] *= 2;
			ent->velocity[1] *= 2; 
			ent->velocity[2] *= 2;
		}
	}
	/* if we DID hit something in the tr.fraction call ages back, then
	* make the spot2 we created, the position for the chasecamera. */
	else
		VectorCopy (spot2, ent->s.origin);
	/* add to the distance between the player and the camera */
	ent->chasedist1 += 2;
	/* if we're too far away, give us a maximum distance */
	if (ent->chasedist1 > (60.00 + ent->owner->client->zoom))
		ent->chasedist1 = (60.00 + ent->owner->client->zoom);
		/* if we haven't gone anywhere since the last think routine, and we
		* are greater than 20 points in the distance calculated, add one to
		* the second chasedistance variable
		* The "ent->movedir" is a vector which is not used in this entity, so
		* we can use this a tempory vector belonging to the chasecam, which
	* can be carried through think routines. */
	if (VectorCompare(ent->movedir, ent->s.origin))
	{
		if (distance > 20)
			ent->chasedist2++;
	}
	/* if we've buggered up more than 3 times, there must be some mistake,
	* so restart the camera so we re-create a chasecam, destroy the old one,
	* slowly go outwards from the player, and keep thinking this routing in
	* the new camera entity */
	if (ent->chasedist2 > 3)
	{
		G_FreeEdict (ent->owner->client->oldplayer);
		ChasecamStart (ent->owner);
		G_FreeEdict(ent);
		return;
	}
	/* Copy the position of the chasecam now, and stick it to the movedir
	* variable, for position checking when we rethink this function */
	VectorCopy (ent->s.origin, ent->movedir);
	/* MUST LINK SINCE WE CHANGED THE ORIGIN! */
	gi.linkentity (ent);
	//UpdateFakeCrosshair (ent->owner);
}