avoid spectator cam getting into map geometry

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1887 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2008-05-06 19:31:38 +00:00
parent 558a59338b
commit d2d8e0a075
+8 -7
View File
@@ -348,16 +348,17 @@ void recomputecamera()
camera1 = &followcam;
}
followcam.o = p->o;
// move camera into the desired direction using physics to avoid getting stuck in map geometry
if(player1->spectating == SM_FOLLOWPLAYER)
{
followcam.o.x -= (float)(cosf(RAD*(p->yaw-90)))*p->radius*1.5f;
followcam.o.y -= (float)(sinf(RAD*(p->yaw-90)))*p->radius*1.5f;
followcam.o.z += p->eyeheight/3.0f;
}
else
{
followcam.o.z += p->eyeheight/6.0f;
followcam.vel.x = -(float)(cosf(RAD*(p->yaw-90)))*p->radius*1.5f;
followcam.vel.y = -(float)(sinf(RAD*(p->yaw-90)))*p->radius*1.5f;
followcam.vel.z = p->eyeheight/3.0f;
}
else followcam.vel.z = p->eyeheight/6.0f;
loopi(20) moveplayer(&followcam, 20, true, 50);
followcam.vel.x = followcam.vel.y = followcam.vel.z = 0.0f;
followcam.yaw = p->yaw;
break;
}