void C_HL2MP_Player::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
	// third or first person ragdolls
	if ( m_lifeState != LIFE_ALIVE && !IsObserver() )
	{
		// First person ragdolls
		if ( cl_fp_ragdoll.GetBool() && m_hRagdoll.Get() )
		{
			// pointer to the ragdoll
			C_HL2MPRagdoll *pRagdoll = (C_HL2MPRagdoll*)m_hRagdoll.Get();

			// gets its origin and angles
			pRagdoll->GetAttachment( pRagdoll->LookupAttachment( "eyes" ), eyeOrigin, eyeAngles );
			Vector vForward; 
			AngleVectors( eyeAngles, &vForward );

			if ( cl_fp_ragdoll_auto.GetBool() )
			{
				// DM: Don't use first person view when we are very close to something
				trace_t tr;
				UTIL_TraceLine( eyeOrigin, eyeOrigin + ( vForward * 10000 ), MASK_ALL, pRagdoll, COLLISION_GROUP_NONE, &tr );

				if ( (!(tr.fraction < 1) || (tr.endpos.DistTo(eyeOrigin) > 25)) )
					return;
			}
			else
				return;
		}

		eyeOrigin = vec3_origin;
		eyeAngles = vec3_angle;

		Vector origin = EyePosition();
		IRagdoll *pRagdoll = GetRepresentativeRagdoll();
		if ( pRagdoll )
		{
			origin = pRagdoll->GetRagdollOrigin();
			origin.z += VEC_DEAD_VIEWHEIGHT.z; // look over ragdoll, not through
		}
		BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
		eyeOrigin = origin;
		Vector vForward; 
		AngleVectors( eyeAngles, &vForward );
		VectorNormalize( vForward );
		VectorMA( origin, -CHASE_CAM_DISTANCE, vForward, eyeOrigin );
		Vector WALL_MIN( -WALL_OFFSET, -WALL_OFFSET, -WALL_OFFSET );
		Vector WALL_MAX( WALL_OFFSET, WALL_OFFSET, WALL_OFFSET );
		trace_t trace; // clip against world
		// HACK don't recompute positions while doing RayTrace
		C_BaseEntity::EnableAbsRecomputations( false );
		UTIL_TraceHull( origin, eyeOrigin, WALL_MIN, WALL_MAX, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace );
		C_BaseEntity::EnableAbsRecomputations( true );
		if (trace.fraction < 1.0)
		{
			eyeOrigin = trace.endpos;
		}
		return;
	}
	BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
}
示例#2
0
void C_HL2MP_Player::CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov )
{
	if ( m_lifeState != LIFE_ALIVE && !IsObserver() )
	{
		Vector origin = EyePosition();			

		IRagdoll *pRagdoll = GetRepresentativeRagdoll();

		if ( pRagdoll )
		{
			origin = pRagdoll->GetRagdollOrigin();
			origin.z += VEC_DEAD_VIEWHEIGHT.z; // look over ragdoll, not through
		}

		BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );

		eyeOrigin = origin;
		
		Vector vForward;
		AngleVectors( eyeAngles, &vForward );

		VectorNormalize( vForward );
		VectorMA( origin, -CHASE_CAM_DISTANCE, vForward, eyeOrigin );


		Vector WALL_MIN( -WALL_OFFSET, -WALL_OFFSET, -WALL_OFFSET );
		Vector WALL_MAX( WALL_OFFSET, WALL_OFFSET, WALL_OFFSET );

		trace_t trace; // clip against world
		C_BaseEntity::PushEnableAbsRecomputations( false ); // HACK don't recompute positions while doing RayTrace
		UTIL_TraceHull( origin, eyeOrigin, WALL_MIN, WALL_MAX, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &trace );
		C_BaseEntity::PopEnableAbsRecomputations();

		if (trace.fraction < 1.0)
		{
			eyeOrigin = trace.endpos;
		}
		
		return;
	}

	BaseClass::CalcView( eyeOrigin, eyeAngles, zNear, zFar, fov );
}