/* ============================== AdjustYaw ============================== */ void CInput::AdjustYaw( float speed, QAngle& viewangles ) { if ( !(in_strafe.state & 1) ) { viewangles[YAW] -= speed*cl_yawspeed.GetFloat() * KeyState (&in_right); viewangles[YAW] += speed*cl_yawspeed.GetFloat() * KeyState (&in_left); } // thirdperson platformer mode // use movement keys to aim the player relative to the thirdperson camera if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { float side = KeyState(&in_moveleft) - KeyState(&in_moveright); float forward = KeyState(&in_forward) - KeyState(&in_back); if ( side || forward ) { viewangles[YAW] = RAD2DEG(atan2(side, forward)) + g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ]; } if ( side || forward || KeyState (&in_right) || KeyState (&in_left) ) { cam_idealyaw.SetValue( g_ThirdPersonManager.GetCameraOffsetAngles()[ YAW ] - viewangles[ YAW ] ); } } }
/* ============================== ComputeSideMove ============================== */ void CInput::ComputeSideMove( CUserCmd *cmd ) { // thirdperson platformer movement if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { // no sideways movement in this mode return; } // thirdperson screenspace movement if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() ) { float ideal_yaw = m_aCamIdealAngles[YAW]; float ideal_sin = sin(DEG2RAD(ideal_yaw)); float ideal_cos = cos(DEG2RAD(ideal_yaw)); float movement = ideal_cos*KeyState(&in_moveright) + ideal_sin*KeyState(&in_back) + -ideal_cos*KeyState(&in_moveleft) + -ideal_sin*KeyState(&in_forward); cmd->sidemove += cl_sidespeed.GetFloat() * movement; return; } // If strafing, check left and right keys and act like moveleft and moveright keys if ( in_strafe.state & 1 ) { cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_right); cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_left); } // Otherwise, check strafe keys C_SDKPlayer *pPlayer = ToSDKPlayer(C_BasePlayer::GetLocalPlayer()); cmd->sidemove += cl_sidespeed.GetFloat() * KeyState (&in_moveright); cmd->sidemove -= cl_sidespeed.GetFloat() * KeyState (&in_moveleft); }
/* ============================== ComputeForwardMove ============================== */ void CInput::ComputeForwardMove( CUserCmd *cmd ) { // thirdperson platformer movement if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { // movement is always forward in this mode float movement = KeyState(&in_forward) || KeyState(&in_moveright) || KeyState(&in_back) || KeyState(&in_moveleft); cmd->forwardmove += cl_forwardspeed.GetFloat() * movement; return; } // thirdperson screenspace movement if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() ) { float ideal_yaw = cam_idealyaw.GetFloat(); float ideal_sin = sin(DEG2RAD(ideal_yaw)); float ideal_cos = cos(DEG2RAD(ideal_yaw)); float movement = ideal_cos*KeyState(&in_forward) + ideal_sin*KeyState(&in_moveright) + -ideal_cos*KeyState(&in_back) + -ideal_sin*KeyState(&in_moveleft); cmd->forwardmove += cl_forwardspeed.GetFloat() * movement; return; } if ( !(in_klook.state & 1 ) ) { cmd->forwardmove += cl_forwardspeed.GetFloat() * KeyState (&in_forward); cmd->forwardmove -= cl_backspeed.GetFloat() * KeyState (&in_back); } }
//----------------------------------------------------------------------------- // Purpose: ApplyMouse -- applies mouse deltas to CUserCmd // Input : viewangles - // *cmd - // mouse_x - // mouse_y - //----------------------------------------------------------------------------- void CInput::ApplyMouse( QAngle& viewangles, CUserCmd *cmd, float mouse_x, float mouse_y ) { if ( !((in_strafe.state & 1) || lookstrafe.GetInt()) ) { #ifdef PORTAL if ( g_bUpsideDown ) { viewangles[ YAW ] += m_yaw.GetFloat() * mouse_x; } else #endif //#ifdef PORTAL { if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( mouse_x ) { // use the mouse to orbit the camera around the player, and update the idealAngle m_vecCameraOffset[ YAW ] -= m_yaw.GetFloat() * mouse_x; cam_idealyaw.SetValue( m_vecCameraOffset[ YAW ] - viewangles[ YAW ] ); // why doesn't this work??? CInput::AdjustYaw is why //cam_idealyaw.SetValue( cam_idealyaw.GetFloat() - m_yaw.GetFloat() * mouse_x ); } } else { // Otherwize, use mouse to spin around vertical axis viewangles[YAW] -= m_yaw.GetFloat() * mouse_x; } } } else { // If holding strafe key or mlooking and have lookstrafe set to true, then apply // horizontal mouse movement to sidemove. cmd->sidemove += m_side.GetFloat() * mouse_x; } // If mouselooking and not holding strafe key, then use vertical mouse // to adjust view pitch. if (!(in_strafe.state & 1)) { #ifdef PORTAL if ( g_bUpsideDown ) { viewangles[PITCH] -= m_pitch->GetFloat() * mouse_y; } else #endif //#ifdef PORTAL { if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( mouse_y ) { // use the mouse to orbit the camera around the player, and update the idealAngle m_vecCameraOffset[ PITCH ] += m_pitch->GetFloat() * mouse_y; cam_idealpitch.SetValue( m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] ); // why doesn't this work??? CInput::AdjustYaw is why //cam_idealpitch.SetValue( cam_idealpitch.GetFloat() + m_pitch->GetFloat() * mouse_y ); } } else { viewangles[PITCH] += m_pitch->GetFloat() * mouse_y; } // Check pitch bounds if (viewangles[PITCH] > cl_pitchdown.GetFloat()) { viewangles[PITCH] = cl_pitchdown.GetFloat(); } if (viewangles[PITCH] < -cl_pitchup.GetFloat()) { viewangles[PITCH] = -cl_pitchup.GetFloat(); } } } else { // Otherwise if holding strafe key and noclipping, then move upward /* if ((in_strafe.state & 1) && IsNoClipping() ) { cmd->upmove -= m_forward.GetFloat() * mouse_y; } else */ { // Default is to apply vertical mouse movement as a forward key press. cmd->forwardmove -= m_forward.GetFloat() * mouse_y; } } // Finally, add mouse state to usercmd. // NOTE: Does rounding to int cause any issues? ywb 1/17/04 cmd->mousedx = (int)mouse_x; cmd->mousedy = (int)mouse_y; }
//----------------------------------------------------------------------------- // Purpose: ApplyMouse -- applies mouse deltas to CUserCmd // Input : viewangles - // *cmd - // mouse_x - // mouse_y - //----------------------------------------------------------------------------- void CInput::ApplyMouse( int nSlot, QAngle& viewangles, CUserCmd *cmd, float mouse_x, float mouse_y ) { PerUserInput_t &user = GetPerUser( nSlot ); //roll the view angles so roll is 0 (the HL2 assumed state) and mouse adjustments are relative to the screen. //Assuming roll is unchanging, we want mouse left to translate to screen left at all times (same for right, up, and down) if ( !((in_strafe.GetPerUser( nSlot ).state & 1) || lookstrafe.GetInt()) ) { if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( mouse_x ) { // use the mouse to orbit the camera around the player, and update the idealAngle user.m_vecCameraOffset[ YAW ] -= m_yaw.GetFloat() * mouse_x; cam_idealyaw.SetValue( user.m_vecCameraOffset[ YAW ] - viewangles[ YAW ] ); // why doesn't this work??? CInput::AdjustYaw is why //cam_idealyaw.SetValue( cam_idealyaw.GetFloat() - m_yaw.GetFloat() * mouse_x ); } } else { // Otherwize, use mouse to spin around vertical axis { viewangles[YAW] -= m_yaw.GetFloat() * mouse_x; } } } else { // If holding strafe key or mlooking and have lookstrafe set to true, then apply // horizontal mouse movement to sidemove. cmd->sidemove += m_side.GetFloat() * mouse_x; } // If mouselooking and not holding strafe key, then use vertical mouse // to adjust view pitch. if (!(in_strafe.GetPerUser( nSlot ).state & 1)) { if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( mouse_y ) { // use the mouse to orbit the camera around the player, and update the idealAngle user.m_vecCameraOffset[ PITCH ] += m_pitch->GetFloat() * mouse_y; cam_idealpitch.SetValue( user.m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] ); // why doesn't this work??? CInput::AdjustYaw is why //cam_idealpitch.SetValue( cam_idealpitch.GetFloat() + m_pitch->GetFloat() * mouse_y ); } } else { { viewangles[PITCH] += m_pitch->GetFloat() * mouse_y; } // Check pitch bounds if (viewangles[PITCH] > cl_pitchdown.GetFloat()) { viewangles[PITCH] = cl_pitchdown.GetFloat(); } if (viewangles[PITCH] < -cl_pitchup.GetFloat()) { viewangles[PITCH] = -cl_pitchup.GetFloat(); } } } else { // Otherwise if holding strafe key and noclipping, then move upward /* if ((in_strafe.state & 1) && IsNoClipping() ) { cmd->upmove -= m_forward.GetFloat() * mouse_y; } else */ { // Default is to apply vertical mouse movement as a forward key press. cmd->forwardmove -= m_forward.GetFloat() * mouse_y; } } // Finally, add mouse state to usercmd. // NOTE: Does rounding to int cause any issues? ywb 1/17/04 cmd->mousedx = (int)mouse_x; cmd->mousedy = (int)mouse_y; }
//----------------------------------------------------------------------------- // Purpose: Apply joystick to CUserCmd creation // Input : frametime - // *cmd - //----------------------------------------------------------------------------- void CInput::JoyStickMove( float frametime, CUserCmd *cmd ) { // complete initialization if first time in ( needed as cvars are not available at initialization time ) if ( !m_fJoystickAdvancedInit ) { Joystick_Advanced(); m_fJoystickAdvancedInit = true; } // verify joystick is available and that the user wants to use it if ( !in_joystick.GetInt() || 0 == inputsystem->GetJoystickCount() ) return; // Skip out if vgui is active if ( vgui::surface()->IsCursorVisible() ) return; if ( m_flRemainingJoystickSampleTime <= 0 ) return; frametime = MIN(m_flRemainingJoystickSampleTime, frametime); m_flRemainingJoystickSampleTime -= frametime; QAngle viewangles; // Get starting angles engine->GetViewAngles( viewangles ); struct axis_t { float value; int controlType; }; axis_t gameAxes[ MAX_GAME_AXES ]; memset( &gameAxes, 0, sizeof(gameAxes) ); // Get each joystick axis value, and normalize the range for ( int i = 0; i < MAX_JOYSTICK_AXES; ++i ) { if ( GAME_AXIS_NONE == m_rgAxes[i].AxisMap ) continue; float fAxisValue = inputsystem->GetAnalogValue( (AnalogCode_t)JOYSTICK_AXIS( 0, i ) ); if (joy_wwhack2.GetInt() != 0 ) { // this is a special formula for the Logitech WingMan Warrior // y=ax^b; where a = 300 and b = 1.3 // also x values are in increments of 800 (so this is factored out) // then bounds check result to level out excessively high spin rates float fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3); if (fTemp > 14000.0) fTemp = 14000.0; // restore direction information fAxisValue = (fAxisValue > 0.0) ? fTemp : -fTemp; } unsigned int idx = m_rgAxes[i].AxisMap; gameAxes[idx].value = fAxisValue; gameAxes[idx].controlType = m_rgAxes[i].ControlMap; } // Re-map the axis values if necessary, based on the joystick configuration if ( (joy_advanced.GetInt() == 0) && (in_jlook.state & 1) ) { // user wants forward control to become pitch control gameAxes[GAME_AXIS_PITCH] = gameAxes[GAME_AXIS_FORWARD]; gameAxes[GAME_AXIS_FORWARD].value = 0; // if mouse invert is on, invert the joystick pitch value // Note: only absolute control support here - joy_advanced = 0 if ( m_pitch->GetFloat() < 0.0 ) { gameAxes[GAME_AXIS_PITCH].value *= -1; } } if ( (in_strafe.state & 1) || lookstrafe.GetFloat() && (in_jlook.state & 1) ) { // user wants yaw control to become side control gameAxes[GAME_AXIS_SIDE] = gameAxes[GAME_AXIS_YAW]; gameAxes[GAME_AXIS_YAW].value = 0; } float forward = ScaleAxisValue( gameAxes[GAME_AXIS_FORWARD].value, MAX_BUTTONSAMPLE * joy_forwardthreshold.GetFloat() ); float side = ScaleAxisValue( gameAxes[GAME_AXIS_SIDE].value, MAX_BUTTONSAMPLE * joy_sidethreshold.GetFloat() ); float pitch = ScaleAxisValue( gameAxes[GAME_AXIS_PITCH].value, MAX_BUTTONSAMPLE * joy_pitchthreshold.GetFloat() ); float yaw = ScaleAxisValue( gameAxes[GAME_AXIS_YAW].value, MAX_BUTTONSAMPLE * joy_yawthreshold.GetFloat() ); // If we're inverting our joystick, do so if ( joy_inverty.GetBool() ) { pitch *= -1.0f; } // drive yaw, pitch and move like a screen relative platformer game if ( CAM_IsThirdPerson() && thirdperson_platformer.GetInt() ) { if ( forward || side ) { // apply turn control [ YAW ] // factor in the camera offset, so that the move direction is relative to the thirdperson camera viewangles[ YAW ] = RAD2DEG(atan2(-side, -forward)) + m_vecCameraOffset[ YAW ]; engine->SetViewAngles( viewangles ); // apply movement Vector2D moveDir( forward, side ); cmd->forwardmove += moveDir.Length() * cl_forwardspeed.GetFloat(); } if ( pitch || yaw ) { // look around with the camera m_vecCameraOffset[ PITCH ] += pitch * joy_pitchsensitivity.GetFloat(); m_vecCameraOffset[ YAW ] += yaw * joy_yawsensitivity.GetFloat(); } if ( forward || side || pitch || yaw ) { // update the ideal pitch and yaw cam_idealpitch.SetValue( m_vecCameraOffset[ PITCH ] - viewangles[ PITCH ] ); cam_idealyaw.SetValue( m_vecCameraOffset[ YAW ] - viewangles[ YAW ] ); } return; } float joySideMove = 0.f; float joyForwardMove = 0.f; float aspeed = frametime * gHUD.GetFOVSensitivityAdjust(); // apply forward and side control C_BasePlayer *pLocalPlayer = C_BasePlayer::GetLocalPlayer(); int iResponseCurve = 0; if ( pLocalPlayer && pLocalPlayer->IsInAVehicle() ) { iResponseCurve = pLocalPlayer->GetVehicle() ? pLocalPlayer->GetVehicle()->GetJoystickResponseCurve() : joy_response_move_vehicle.GetInt(); } else { iResponseCurve = joy_response_move.GetInt(); } float val = ResponseCurve( iResponseCurve, forward, PITCH, joy_forwardsensitivity.GetFloat() ); joyForwardMove += val * cl_forwardspeed.GetFloat(); val = ResponseCurve( iResponseCurve, side, YAW, joy_sidesensitivity.GetFloat() ); joySideMove += val * cl_sidespeed.GetFloat(); Vector2D move( yaw, pitch ); float dist = move.Length(); // apply turn control float angle = 0.f; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_YAW].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), yaw, YAW, pitch, dist, frametime ); angle = fAxisValue * joy_yawsensitivity.GetFloat() * aspeed * cl_yawspeed.GetFloat(); } else { angle = yaw * joy_yawsensitivity.GetFloat() * aspeed * 180.0; } viewangles[YAW] += angle; cmd->mousedx = angle; // apply look control if ( IsX360() || in_jlook.state & 1 ) { float angle = 0; if ( JOY_ABSOLUTE_AXIS == gameAxes[GAME_AXIS_PITCH].controlType ) { float fAxisValue = ResponseCurveLook( joy_response_look.GetInt(), pitch, PITCH, yaw, dist, frametime ); angle = fAxisValue * joy_pitchsensitivity.GetFloat() * aspeed * cl_pitchspeed.GetFloat(); } else { angle = pitch * joy_pitchsensitivity.GetFloat() * aspeed * 180.0; } viewangles[PITCH] += angle; cmd->mousedy = angle; view->StopPitchDrift(); if( pitch == 0.f && lookspring.GetFloat() == 0.f ) { // no pitch movement // disable pitch return-to-center unless requested by user // *** this code can be removed when the lookspring bug is fixed // *** the bug always has the lookspring feature on view->StopPitchDrift(); } } // apply player motion relative to screen space if ( CAM_IsThirdPerson() && thirdperson_screenspace.GetInt() ) { float ideal_yaw = cam_idealyaw.GetFloat(); float ideal_sin = sin(DEG2RAD(ideal_yaw)); float ideal_cos = cos(DEG2RAD(ideal_yaw)); float side_movement = ideal_cos*joySideMove - ideal_sin*joyForwardMove; float forward_movement = ideal_cos*joyForwardMove + ideal_sin*joySideMove; cmd->forwardmove += forward_movement; cmd->sidemove += side_movement; } else { cmd->forwardmove += joyForwardMove; cmd->sidemove += joySideMove; } if ( IsPC() ) { CCommand tmp; if ( FloatMakePositive(joyForwardMove) >= joy_autosprint.GetFloat() || FloatMakePositive(joySideMove) >= joy_autosprint.GetFloat() ) { KeyDown( &in_joyspeed, NULL ); } else { KeyUp( &in_joyspeed, NULL ); } } // Bound pitch viewangles[PITCH] = clamp( viewangles[ PITCH ], -cl_pitchup.GetFloat(), cl_pitchdown.GetFloat() ); engine->SetViewAngles( viewangles ); }
void CSDKInput::CAM_Think( void ) { VPROF("CAM_Think"); Vector idealAngles; Vector camOffset; QAngle viewangles; if( !CAM_IsThirdPerson() ) return; ConVarRef cam_idealpitch( "cam_idealpitch" ); ConVarRef cam_idealyaw( "cam_idealyaw" ); ConVarRef cam_idealdist( "cam_idealdist" ); idealAngles[ PITCH ] = cam_idealpitch.GetFloat(); idealAngles[ YAW ] = cam_idealyaw.GetFloat(); idealAngles[ DIST ] = cam_idealdist.GetFloat(); // Obtain engine view angles and if they popped while the camera was static, // fix the camera angles as well engine->GetViewAngles( viewangles ); // bring the pitch values back into a range that MoveToward can handle if ( idealAngles[ PITCH ] > 180 ) idealAngles[ PITCH ] -= 360; else if ( idealAngles[ PITCH ] < -180 ) idealAngles[ PITCH ] += 360; // bring the yaw values back into a range that MoveToward can handle // -- // Vitaliy: going with >= 180 and <= -180. // This introduces a potential discontinuity when looking directly at model face // as camera yaw will be jumping from +180 to -180 and back, but when working with // the camera allows smooth rotational transitions from left to right and back. // Otherwise one of the transitions that has ">"-comparison will be locked. // -- if ( idealAngles[ YAW ] >= 180 ) idealAngles[ YAW ] -= 360; else if ( idealAngles[ YAW ] <= -180 ) idealAngles[ YAW ] += 360; ConVarRef c_minpitch( "c_minpitch" ); ConVarRef c_maxpitch( "c_maxpitch" ); ConVarRef c_minyaw( "c_minyaw" ); ConVarRef c_maxyaw( "c_maxyaw" ); ConVarRef c_mindistance( "c_mindistance" ); ConVarRef c_maxdistance( "c_maxdistance" ); // clamp pitch, yaw and dist... idealAngles[ PITCH ] = clamp( idealAngles[ PITCH ], c_minpitch.GetFloat(), c_maxpitch.GetFloat() ); idealAngles[ YAW ] = clamp( idealAngles[ YAW ], c_minyaw.GetFloat(), c_maxyaw.GetFloat() ); idealAngles[ DIST ] = clamp( idealAngles[ DIST ], c_mindistance.GetFloat(), c_maxdistance.GetFloat() ); // update ideal angles cam_idealpitch.SetValue( idealAngles[ PITCH ] ); cam_idealyaw.SetValue( idealAngles[ YAW ] ); cam_idealdist.SetValue( idealAngles[ DIST ] ); // Move the CameraOffset "towards" the idealAngles // Note: CameraOffset = viewangle + idealAngle CAM_GetCameraOffset( camOffset ); ConVarRef cam_snapto( "cam_snapto" ); if( cam_snapto.GetInt() ) { camOffset[ YAW ] = cam_idealyaw.GetFloat() + viewangles[ YAW ]; camOffset[ PITCH ] = cam_idealpitch.GetFloat() + viewangles[ PITCH ]; camOffset[ DIST ] = cam_idealdist.GetFloat(); } else { ConVarRef cam_ideallag( "cam_ideallag" ); float lag = max( 1, 1 + cam_ideallag.GetFloat() ); if( camOffset[ YAW ] - viewangles[ YAW ] != cam_idealyaw.GetFloat() ) camOffset[ YAW ] = MoveToward( camOffset[ YAW ], cam_idealyaw.GetFloat() + viewangles[ YAW ], lag ); if( camOffset[ PITCH ] - viewangles[ PITCH ] != cam_idealpitch.GetFloat() ) camOffset[ PITCH ] = MoveToward( camOffset[ PITCH ], cam_idealpitch.GetFloat() + viewangles[ PITCH ], lag ); if( abs( camOffset[ DIST ] - cam_idealdist.GetFloat() ) < 2.0 ) camOffset[ DIST ] = cam_idealdist.GetFloat(); else camOffset[ DIST ] += ( cam_idealdist.GetFloat() - camOffset[ DIST ] ) / lag; } // move the camera closer to the player if it hit something trace_t trace; C_BasePlayer* localPlayer = C_BasePlayer::GetLocalPlayer(); if ( localPlayer ) { Vector camForward; // find our player's origin, and from there, the eye position Vector origin = localPlayer->GetLocalOrigin(); origin += localPlayer->GetViewOffset(); // get the forward vector AngleVectors( QAngle(camOffset[ PITCH ], camOffset[ YAW ], 0), &camForward, NULL, NULL ); // use our previously #defined hull to collision trace CTraceFilterSimple traceFilter( localPlayer, COLLISION_GROUP_NONE ); UTIL_TraceHull( origin, origin - (camForward * camOffset[ DIST ]), Vector(-CAM_HULL_OFFSET, -CAM_HULL_OFFSET, -CAM_HULL_OFFSET), Vector(CAM_HULL_OFFSET, CAM_HULL_OFFSET, CAM_HULL_OFFSET), MASK_SOLID, &traceFilter, &trace ); // move the camera closer if it hit something if( trace.fraction < 1.0 ) { camOffset[ DIST ] *= trace.fraction; } // For now, I'd rather see the insade of a player model than punch the camera through a wall // might try the fade out trick at some point //if( camOffset[ DIST ] < CAM_MIN_DIST ) // camOffset[ DIST ] = CAM_MIN_DIST; // clamp up to minimum } ConVarRef cam_showangles( "cam_showangles" ); if ( cam_showangles.GetInt() ) { engine->Con_NPrintf( 4, "Pitch: %6.1f Yaw: %6.1f %38s", viewangles[ PITCH ], viewangles[ YAW ], "view angles" ); engine->Con_NPrintf( 6, "Pitch: %6.1f Yaw: %6.1f Dist: %6.1f %19s", cam_idealpitch.GetFloat(), cam_idealyaw.GetFloat(), cam_idealdist.GetFloat(), "ideal angles" ); engine->Con_NPrintf( 8, "Pitch: %6.1f Yaw: %6.1f Dist: %6.1f %16s", camOffset[ PITCH ], camOffset[ YAW ], camOffset[ DIST ], "camera offset" ); } QAngle angOffset; angOffset.x = camOffset.x; angOffset.y = camOffset.y; angOffset.z = camOffset.z; CAM_SetCameraThirdData(NULL, angOffset); }