/* ============== CG_StartCamera ============== */ void CG_StartCamera( const char *name, qboolean startBlack ) { char lname[MAX_QPATH]; //if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) // don't allow camera to start if you're dead // return; COM_StripExtension(name, lname); //----(SA) added strcat( lname, ".camera" ); if (trap_loadCamera(CAM_PRIMARY, va("cameras/%s", lname))) { cg.cameraMode = qtrue; // camera on in cgame if(startBlack) CG_Fade(0, 0, 0, 255, cg.time, 0); // go black trap_Cvar_Set( "cg_letterbox", "1" ); // go letterbox //trap_SendClientCommand("startCamera"); // camera on in game trap_startCamera(CAM_PRIMARY, cg.time); // camera on in client } else { //----(SA) removed check for cams in main dir cg.cameraMode = qfalse; // camera off in cgame trap_SendClientCommand("stopCamera"); // camera off in game trap_stopCamera(CAM_PRIMARY); // camera off in client CG_Fade(0, 0, 0, 0, cg.time, 0); // ensure fadeup trap_Cvar_Set( "cg_letterbox", "0" ); CG_Printf ("Unable to load camera %s\n",lname); } }
/* ============== CG_StartCamera ============== */ void CG_StartCamera(const char *name, qboolean startBlack) { char lname[MAX_QPATH]; COM_StripExtension(name, lname, sizeof(lname)); strcat(lname, ".camera"); if (trap_loadCamera(CAM_PRIMARY, va("cameras/%s", lname))) { cg.cameraMode = qtrue; // camera on in cgame if (startBlack) { CG_Fade(0, 0, 0, 255, cg.time, 0); // go black } trap_Cvar_Set("cg_letterbox", "1"); // go letterbox //trap_SendClientCommand("startCamera"); // camera on in game trap_startCamera(CAM_PRIMARY, cg.time); // camera on in client } else { // removed check for cams in main dir cg.cameraMode = qfalse; // camera off in cgame trap_SendClientCommand("stopCamera"); // camera off in game trap_stopCamera(CAM_PRIMARY); // camera off in client CG_Fade(0, 0, 0, 0, cg.time, 0); // ensure fadeup trap_Cvar_Set("cg_letterbox", "0"); CG_Printf("Unable to load camera %s\n", lname); } }
/* ============== CG_StopCamera ============== */ void CG_StopCamera( void ) { cg.cameraMode = qfalse; // camera off in cgame trap_SendClientCommand("stopCamera"); // camera off in game trap_stopCamera(CAM_PRIMARY); // camera off in client trap_Cvar_Set( "cg_letterbox", "0" ); // fade back into world CG_Fade(0, 0, 0, 255, 0, 0); CG_Fade(0, 0, 0, 0, cg.time + 500, 2000); }
/* =============== CG_CalcViewValues Sets cg.refdef view values =============== */ static int CG_CalcViewValues( void ) { playerState_t *ps; memset( &cg.refdef, 0, sizeof( cg.refdef ) ); // calculate size of 3D view CG_CalcVrect(); ps = &cg.predictedPlayerState; if ( cg.cameraMode ) { vec3_t origin, angles; float fov = 90; float x; if ( trap_getCameraInfo( CAM_PRIMARY, cg.time, &origin, &angles, &fov ) ) { VectorCopy( origin, cg.refdef.vieworg ); angles[ROLL] = 0; angles[PITCH] = -angles[PITCH]; // (SA) compensate for reversed pitch (this makes the game match the editor, however I'm guessing the real fix is to be done there) VectorCopy( angles, cg.refdefViewAngles ); AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); x = cg.refdef.width / tan( fov / 360 * M_PI ); cg.refdef.fov_y = atan2( cg.refdef.height, x ); cg.refdef.fov_y = cg.refdef.fov_y * 360 / M_PI; cg.refdef.fov_x = fov; trap_SendClientCommand( va( "setCameraOrigin %f %f %f", origin[0], origin[1], origin[2] ) ); return 0; } else { cg.cameraMode = qfalse; // camera off in cgame trap_Cvar_Set( "cg_letterbox", "0" ); trap_SendClientCommand( "stopCamera" ); // camera off in game trap_stopCamera( CAM_PRIMARY ); // camera off in client CG_Fade( 0, 0, 0, 255, 0, 0 ); // go black CG_Fade( 0, 0, 0, 0, cg.time + 200, 1500 ); // then fadeup } } // intermission view if ( ps->pm_type == PM_INTERMISSION ) { VectorCopy( ps->origin, cg.refdef.vieworg ); VectorCopy( ps->viewangles, cg.refdefViewAngles ); AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); return CG_CalcFov(); } cg.bobcycle = ( ps->bobCycle & 128 ) >> 7; cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) ); cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] + ps->velocity[1] * ps->velocity[1] ); VectorCopy( ps->origin, cg.refdef.vieworg ); VectorCopy( ps->viewangles, cg.refdefViewAngles ); // add error decay if ( cg_errorDecay.value > 0 ) { int t; float f; t = cg.time - cg.predictedErrorTime; f = ( cg_errorDecay.value - t ) / cg_errorDecay.value; if ( f > 0 && f < 1 ) { VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg ); } else { cg.predictedErrorTime = 0; } } // Ridah, lock the viewangles if the game has told us to if ( ps->viewlocked ) { /* if (ps->viewlocked == 4) { centity_t *tent; tent = &cg_entities[ps->viewlocked_entNum]; VectorCopy (tent->currentState.apos.trBase, cg.refdefViewAngles); } else */ BG_EvaluateTrajectory( &cg_entities[ps->viewlocked_entNum].currentState.apos, cg.time, cg.refdefViewAngles ); if ( ps->viewlocked == 2 ) { cg.refdefViewAngles[0] += crandom(); cg.refdefViewAngles[1] += crandom(); } } // done. if ( cg.renderingThirdPerson ) { // back away from character CG_OffsetThirdPersonView(); } else { // offset for local bobbing and kicks CG_OffsetFirstPersonView(); // Ridah, lock the viewangles if the game has told us to if ( ps->viewlocked == 4 ) { vec3_t fwd; AngleVectors( cg.refdefViewAngles, fwd, NULL, NULL ); VectorMA( cg_entities[ps->viewlocked_entNum].currentState.pos.trBase, 16, fwd, cg.refdef.vieworg ); } else if ( ps->viewlocked ) { vec3_t fwd; float oldZ; // set our position to be behind it oldZ = cg.refdef.vieworg[2]; AngleVectors( cg.refdefViewAngles, fwd, NULL, NULL ); VectorMA( cg_entities[ps->viewlocked_entNum].currentState.pos.trBase, -34, fwd, cg.refdef.vieworg ); cg.refdef.vieworg[2] = oldZ; } // done. } // position eye relative to origin AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis ); if ( cg.hyperspace ) { cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE; } // field of view return CG_CalcFov(); }