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1.1 root 1: // chase.c -- chase camera code
2:
3: #include "quakedef.h"
4:
5: cvar_t chase_back = {"chase_back", "100"};
6: cvar_t chase_up = {"chase_up", "16"};
7: cvar_t chase_right = {"chase_right", "0"};
8: cvar_t chase_active = {"chase_active", "0"};
9:
10: vec3_t chase_pos;
11: vec3_t chase_angles;
12:
13: vec3_t chase_dest;
14: vec3_t chase_dest_angles;
15:
16:
17: void Chase_Init (void)
18: {
19: Cvar_RegisterVariable (&chase_back);
20: Cvar_RegisterVariable (&chase_up);
21: Cvar_RegisterVariable (&chase_right);
22: Cvar_RegisterVariable (&chase_active);
23: }
24:
25: void Chase_Reset (void)
26: {
27: // for respawning and teleporting
28: // start position 12 units behind head
29: }
30:
31: void TraceLine (vec3_t start, vec3_t end, vec3_t impact)
32: {
33: trace_t trace;
34:
35: memset (&trace, 0, sizeof(trace));
36: SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
37:
38: VectorCopy (trace.endpos, impact);
39: }
40:
41: void Chase_Update (void)
42: {
43: int i;
44: float dist;
45: vec3_t forward, up, right;
46: vec3_t dest, stop;
47:
48:
49: // if can't see player, reset
50: AngleVectors (cl.viewangles, forward, right, up);
51:
52: // calc exact destination
53: for (i=0 ; i<3 ; i++)
54: chase_dest[i] = r_refdef.vieworg[i]
55: - forward[i]*chase_back.value
56: - right[i]*chase_right.value;
57: chase_dest[2] = r_refdef.vieworg[2] + chase_up.value;
58:
59: // find the spot the player is looking at
60: VectorMA (r_refdef.vieworg, 4096, forward, dest);
61: TraceLine (r_refdef.vieworg, dest, stop);
62:
63: // calculate pitch to look at the same spot from camera
64: VectorSubtract (stop, r_refdef.vieworg, stop);
65: dist = DotProduct (stop, forward);
66: if (dist < 1)
67: dist = 1;
68: r_refdef.viewangles[PITCH] = -atan(stop[2] / dist) / M_PI * 180;
69:
70: // move towards destination
71: VectorCopy (chase_dest, r_refdef.vieworg);
72: }
73:
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