//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
# include "hud.h"
# include "cl_util.h"
# include "camera.h"
# include "kbutton.h"
# include "cvardef.h"
# include "usercmd.h"
# include "const.h"
# include "camera.h"
# include "in_defs.h"
# include "eiface.h"
# include "pmtrace.h"
float CL_KeyState ( kbutton_t * key ) ;
extern " C "
{
void DLLEXPORT CAM_Think ( void ) ;
int DLLEXPORT CL_IsThirdPerson ( void ) ;
void DLLEXPORT CL_CameraOffset ( float * ofs ) ;
}
extern cl_enginefunc_t gEngfuncs ;
extern vec3_t realOrigin ;
extern float realViewOrg [ 3 ] ;
//-------------------------------------------------- Constants
# define CAM_DIST_DELTA 1.0f
# define CAM_ANGLE_DELTA 2.5f
# define CAM_ANGLE_SPEED 2.5f
# define CAM_MIN_DIST 30.0f
# define CAM_ANGLE_MOVE 0.5f
# define MAX_ANGLE_DIFF 10.0f
# define PITCH_MAX 90.0f
# define PITCH_MIN 0.0f
# define YAW_MAX 135.0f
# define YAW_MIN -135.0f
enum ECAM_Command
{
CAM_COMMAND_NONE = 0 ,
CAM_COMMAND_TOTHIRDPERSON = 1 ,
CAM_COMMAND_TOFIRSTPERSON = 2
} ;
//-------------------------------------------------- Global Variables
cvar_t * cam_command ;
cvar_t * cam_snapto ;
cvar_t * cam_idealyaw ;
cvar_t * cam_idealpitch ;
cvar_t * cam_idealdist ;
cvar_t * cam_contain ;
cvar_t * c_maxpitch ;
cvar_t * c_minpitch ;
cvar_t * c_maxyaw ;
cvar_t * c_minyaw ;
cvar_t * c_maxdistance ;
cvar_t * c_mindistance ;
cvar_t * cam_minDist ;
cvar_t * cam_maxDist ;
cvar_t * cam_smooth ;
cvar_t * cam_lookahead ;
static float camYaw ;
// pitch, yaw, dist
vec3_t cam_ofs ;
// In third person
int cam_thirdperson ;
int cam_mousemove ; //true if we are moving the cam with the mouse, False if not
int iMouseInUse = 0 ;
int cam_distancemove ;
extern int mouse_x , mouse_y ; //used to determine what the current x and y values are
int cam_old_mouse_x , cam_old_mouse_y ; //holds the last ticks mouse movement
POINT cam_mouse ;
//-------------------------------------------------- Local Variables
static kbutton_t cam_pitchup , cam_pitchdown , cam_yawleft , cam_yawright ;
static kbutton_t cam_in , cam_out , cam_move ;
//-------------------------------------------------- Prototypes
void CAM_ToThirdPerson ( void ) ;
void CAM_ToFirstPerson ( void ) ;
void CAM_StartDistance ( void ) ;
void CAM_EndDistance ( void ) ;
//-------------------------------------------------- Local Functions
float MoveToward ( float cur , float goal , float maxspeed )
{
if ( cur ! = goal )
{
if ( fabs ( cur - goal ) > 180.0f )
{
if ( cur < goal )
cur + = 360.0f ;
else
cur - = 360.0f ;
}
if ( cur < goal )
{
if ( cur < goal - 1.0f )
cur + = ( goal - cur ) * 0.25f ;
else
cur = goal ;
}
else
{
if ( cur > goal + 1.0f )
cur - = ( cur - goal ) * 0.25f ;
else
cur = goal ;
}
}
// bring cur back into range
if ( cur < 0.0f )
cur + = 360.0f ;
else if ( cur > = 360.0f )
cur - = 360.0f ;
return cur ;
}
//-------------------------------------------------- Gobal Functions
typedef struct
{
vec3_t boxmins , boxmaxs ; // enclose the test object along entire move
float * mins , * maxs ; // size of the moving object
vec3_t mins2 , maxs2 ; // size when clipping against mosnters
float * start , * end ;
trace_t trace ;
int type ;
edict_t * passedict ;
qboolean monsterclip ;
} moveclip_t ;
extern trace_t SV_ClipMoveToEntity ( edict_t * ent , vec3_t start , vec3_t mins , vec3_t maxs , vec3_t end ) ;
void DLLEXPORT CAM_Think ( void )
{
vec3_t origin ;
vec3_t ext , pnt , camForward , camRight , camUp ;
moveclip_t clip ;
float dist ;
vec3_t camAngles ;
float flSensitivity ;
# if LATER
int i ;
# endif
vec3_t viewangles ;
if ( gEngfuncs . GetMaxClients ( ) > 1 & & CL_IsThirdPerson ( ) )
CAM_ToFirstPerson ( ) ;
switch ( ( int ) cam_command - > value )
{
case CAM_COMMAND_TOTHIRDPERSON :
CAM_ToThirdPerson ( ) ;
break ;
case CAM_COMMAND_TOFIRSTPERSON :
CAM_ToFirstPerson ( ) ;
break ;
case CAM_COMMAND_NONE :
default :
break ;
}
if ( ! cam_thirdperson )
return ;
# if LATER
if ( cam_contain - > value )
{
gEngfuncs . GetClientOrigin ( origin ) ;
ext [ 0 ] = ext [ 1 ] = ext [ 2 ] = 0.0f ;
}
# endif
if ( cam_contain - > value = = 0 )
{
cam_idealdist - > value = cam_maxDist - > value ;
}
else
{
pmtrace_t * trace ;
Vector startPos = realOrigin + Vector ( realViewOrg [ 0 ] , realViewOrg [ 1 ] , cam_minDist - > value ) ;
Vector endPos = realOrigin + Vector ( realViewOrg [ 0 ] , realViewOrg [ 1 ] , cam_maxDist - > value ) ; // Vector(realOrigin.x + realViewOrg[0], realOrigin.y + realViewOrg[1], realOrigin.z + c
trace = gEngfuncs . PM_TraceLine ( startPos , endPos , 1 , 2 , - 1 ) ;
float traceDist = trace - > endpos . z - ( realOrigin . z + 25 ) ; // Have to add 25 because for whatever reason the trace puts the camera a bit above the object
if ( cam_smooth - > value ! = 0 )
{
cam_idealdist - > value - = ( cam_idealdist - > value - traceDist ) * ( 0.25f ) ;
}
else
{
cam_idealdist - > value = traceDist ;
}
}
camAngles [ PITCH ] = cam_idealpitch - > value ;
camAngles [ YAW ] = cam_idealyaw - > value ;
dist = cam_idealdist - > value ;
//
//movement of the camera with the mouse
//
if ( cam_mousemove )
{
//get windows cursor position
GetCursorPos ( & cam_mouse ) ;
//check for X delta values and adjust accordingly
//eventually adjust YAW based on amount of movement
//don't do any movement of the cam using YAW/PITCH if we are zooming in/out the camera
if ( ! cam_distancemove )
{
//keep the camera within certain limits around the player (ie avoid certain bad viewing angles)
if ( cam_mouse . x > gEngfuncs . GetWindowCenterX ( ) )
{
//if( ( camAngles[YAW] >= 225.0f ) || ( camAngles[YAW] < 135.0f ) )
if ( camAngles [ YAW ] < c_maxyaw - > value )
{
camAngles [ YAW ] + = CAM_ANGLE_MOVE * ( ( cam_mouse . x - gEngfuncs . GetWindowCenterX ( ) ) / 2 ) ;
}
if ( camAngles [ YAW ] > c_maxyaw - > value )
{
camAngles [ YAW ] = c_maxyaw - > value ;
}
}
else if ( cam_mouse . x < gEngfuncs . GetWindowCenterX ( ) )
{
//if( ( camAngles[YAW] <= 135.0f ) || ( camAngles[YAW] > 225.0f ) )
if ( camAngles [ YAW ] > c_minyaw - > value )
{
camAngles [ YAW ] - = CAM_ANGLE_MOVE * ( ( gEngfuncs . GetWindowCenterX ( ) - cam_mouse . x ) / 2 ) ;
}
if ( camAngles [ YAW ] < c_minyaw - > value )
{
camAngles [ YAW ] = c_minyaw - > value ;
}
}
//check for y delta values and adjust accordingly
//eventually adjust PITCH based on amount of movement
//also make sure camera is within bounds
if ( cam_mouse . y > gEngfuncs . GetWindowCenterY ( ) )
{
if ( camAngles [ PITCH ] < c_maxpitch - > value )
{
camAngles [ PITCH ] + = CAM_ANGLE_MOVE * ( ( cam_mouse . y - gEngfuncs . GetWindowCenterY ( ) ) / 2 ) ;
}
if ( camAngles [ PITCH ] > c_maxpitch - > value )
{
camAngles [ PITCH ] = c_maxpitch - > value ;
}
}
else if ( cam_mouse . y < gEngfuncs . GetWindowCenterY ( ) )
{
if ( camAngles [ PITCH ] > c_minpitch - > value )
{
camAngles [ PITCH ] - = CAM_ANGLE_MOVE * ( ( gEngfuncs . GetWindowCenterY ( ) - cam_mouse . y ) / 2 ) ;
}
if ( camAngles [ PITCH ] < c_minpitch - > value )
{
camAngles [ PITCH ] = c_minpitch - > value ;
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
if ( ( flSensitivity = gHUD . GetSensitivity ( ) ) ! = 0 )
{
cam_old_mouse_x = cam_mouse . x * flSensitivity ;
cam_old_mouse_y = cam_mouse . y * flSensitivity ;
}
else
{
cam_old_mouse_x = cam_mouse . x ;
cam_old_mouse_y = cam_mouse . y ;
}
SetCursorPos ( gEngfuncs . GetWindowCenterX ( ) , gEngfuncs . GetWindowCenterY ( ) ) ;
}
}
//Nathan code here
if ( CL_KeyState ( & cam_pitchup ) )
camAngles [ PITCH ] + = CAM_ANGLE_DELTA ;
else if ( CL_KeyState ( & cam_pitchdown ) )
camAngles [ PITCH ] - = CAM_ANGLE_DELTA ;
if ( CL_KeyState ( & cam_yawleft ) )
camAngles [ YAW ] - = CAM_ANGLE_DELTA ;
else if ( CL_KeyState ( & cam_yawright ) )
camAngles [ YAW ] + = CAM_ANGLE_DELTA ;
if ( CL_KeyState ( & cam_in ) )
{
dist - = CAM_DIST_DELTA ;
if ( dist < CAM_MIN_DIST )
{
// If we go back into first person, reset the angle
camAngles [ PITCH ] = 0 ;
camAngles [ YAW ] = 0 ;
dist = CAM_MIN_DIST ;
}
}
else if ( CL_KeyState ( & cam_out ) )
dist + = CAM_DIST_DELTA ;
if ( cam_distancemove )
{
if ( cam_mouse . y > gEngfuncs . GetWindowCenterY ( ) )
{
if ( dist < c_maxdistance - > value )
{
dist + = CAM_DIST_DELTA * ( ( cam_mouse . y - gEngfuncs . GetWindowCenterY ( ) ) / 2 ) ;
}
if ( dist > c_maxdistance - > value )
{
dist = c_maxdistance - > value ;
}
}
else if ( cam_mouse . y < gEngfuncs . GetWindowCenterY ( ) )
{
if ( dist > c_mindistance - > value )
{
dist - = CAM_DIST_DELTA * ( ( gEngfuncs . GetWindowCenterY ( ) - cam_mouse . y ) / 2 ) ;
}
if ( dist < c_mindistance - > value )
{
dist = c_mindistance - > value ;
}
}
//set old mouse coordinates to current mouse coordinates
//since we are done with the mouse
cam_old_mouse_x = cam_mouse . x * gHUD . GetSensitivity ( ) ;
cam_old_mouse_y = cam_mouse . y * gHUD . GetSensitivity ( ) ;
SetCursorPos ( gEngfuncs . GetWindowCenterX ( ) , gEngfuncs . GetWindowCenterY ( ) ) ;
}
# if LATER
if ( cam_contain - > value )
{
// check new ideal
VectorCopy ( origin , pnt ) ;
AngleVectors ( camAngles , camForward , camRight , camUp ) ;
for ( i = 0 ; i < 3 ; i + + )
pnt [ i ] + = - dist * camForward [ i ] ;
// check line from r_refdef.vieworg to pnt
memset ( & clip , 0 , sizeof ( moveclip_t ) ) ;
clip . trace = SV_ClipMoveToEntity ( sv . edicts , r_refdef . vieworg , ext , ext , pnt ) ;
if ( clip . trace . fraction = = 1.0 )
{
// update ideal
cam_idealpitch - > value = camAngles [ PITCH ] ;
cam_idealyaw - > value = camAngles [ YAW ] ;
cam_idealdist - > value = dist ;
}
}
else
# endif
{
// update ideal
cam_idealpitch - > value = camAngles [ PITCH ] ;
cam_idealyaw - > value = camAngles [ YAW ] ;
cam_idealdist - > value = dist ;
}
// Move towards ideal
VectorCopy ( cam_ofs , camAngles ) ;
gEngfuncs . GetViewAngles ( ( float * ) viewangles ) ;
if ( cam_snapto - > value )
{
camAngles [ YAW ] = cam_idealyaw - > value + camYaw ; // + viewangles[YAW];
camAngles [ PITCH ] = cam_idealpitch - > value + viewangles [ PITCH ] ;
camAngles [ 2 ] = cam_idealdist - > value ;
}
else
{
if ( camAngles [ YAW ] - camYaw ! = cam_idealyaw - > value )
camAngles [ YAW ] = MoveToward ( camAngles [ YAW ] , cam_idealyaw - > value + camYaw , CAM_ANGLE_SPEED ) ;
if ( camAngles [ PITCH ] - viewangles [ PITCH ] ! = cam_idealpitch - > value )
camAngles [ PITCH ] = MoveToward ( camAngles [ PITCH ] , cam_idealpitch - > value + viewangles [ PITCH ] , CAM_ANGLE_SPEED ) ;
if ( fabs ( camAngles [ 2 ] - cam_idealdist - > value ) < 2.0f )
camAngles [ 2 ] = cam_idealdist - > value ;
else
camAngles [ 2 ] + = ( cam_idealdist - > value - camAngles [ 2 ] ) * 0.25f ;
}
# if LATER
if ( cam_contain - > value )
{
// Test new position
dist = camAngles [ ROLL ] ;
camAngles [ ROLL ] = 0 ;
VectorCopy ( origin , pnt ) ;
AngleVectors ( camAngles , camForward , camRight , camUp ) ;
for ( i = 0 ; i < 3 ; i + + )
pnt [ i ] + = - dist * camForward [ i ] ;
// check line from r_refdef.vieworg to pnt
memset ( & clip , 0 , sizeof ( moveclip_t ) ) ;
ext [ 0 ] = ext [ 1 ] = ext [ 2 ] = 0.0f ;
clip . trace = SV_ClipMoveToEntity ( sv . edicts , r_refdef . vieworg , ext , ext , pnt ) ;
if ( clip . trace . fraction ! = 1.0f )
return ;
}
# endif
cam_ofs [ 0 ] = camAngles [ 0 ] ;
cam_ofs [ 1 ] = camAngles [ 1 ] ;
cam_ofs [ 2 ] = dist ;
}
extern void KeyDown ( kbutton_t * b ) ; // HACK
extern void KeyUp ( kbutton_t * b ) ; // HACK
void CAM_PitchUpDown ( void )
{
KeyDown ( & cam_pitchup ) ;
}
void CAM_PitchUpUp ( void )
{
KeyUp ( & cam_pitchup ) ;
}
void CAM_PitchDownDown ( void )
{
KeyDown ( & cam_pitchdown ) ;
}
void CAM_PitchDownUp ( void )
{
KeyUp ( & cam_pitchdown ) ;
}
void CAM_YawLeftDown ( void )
{
KeyDown ( & cam_yawleft ) ;
}
void CAM_YawLeftUp ( void )
{
KeyUp ( & cam_yawleft ) ;
}
void CAM_YawRightDown ( void )
{
KeyDown ( & cam_yawright ) ;
}
void CAM_YawRightUp ( void )
{
KeyUp ( & cam_yawright ) ;
}
void CAM_InDown ( void )
{
KeyDown ( & cam_in ) ;
}
void CAM_InUp ( void )
{
KeyUp ( & cam_in ) ;
}
void CAM_OutDown ( void )
{
KeyDown ( & cam_out ) ;
}
void CAM_OutUp ( void )
{
KeyUp ( & cam_out ) ;
}
void CAM_ToThirdPerson ( void )
{
vec3_t viewangles ;
gEngfuncs . GetViewAngles ( ( float * ) viewangles ) ;
if ( ! cam_thirdperson )
{
cam_thirdperson = 1 ;
cam_ofs [ YAW ] = viewangles [ YAW ] ;
cam_ofs [ PITCH ] = viewangles [ PITCH ] ;
cam_ofs [ 2 ] = CAM_MIN_DIST ;
}
gEngfuncs . Cvar_SetValue ( " cam_command " , 0 ) ;
}
void CAM_ToFirstPerson ( void )
{
cam_thirdperson = 0 ;
gEngfuncs . Cvar_SetValue ( " cam_command " , 0 ) ;
}
void CAM_ToggleSnapto ( void )
{
cam_snapto - > value = ! cam_snapto - > value ;
}
void CAM_Init ( void )
{
gEngfuncs . pfnAddCommand ( " +campitchup " , CAM_PitchUpDown ) ;
gEngfuncs . pfnAddCommand ( " -campitchup " , CAM_PitchUpUp ) ;
gEngfuncs . pfnAddCommand ( " +campitchdown " , CAM_PitchDownDown ) ;
gEngfuncs . pfnAddCommand ( " -campitchdown " , CAM_PitchDownUp ) ;
gEngfuncs . pfnAddCommand ( " +camyawleft " , CAM_YawLeftDown ) ;
gEngfuncs . pfnAddCommand ( " -camyawleft " , CAM_YawLeftUp ) ;
gEngfuncs . pfnAddCommand ( " +camyawright " , CAM_YawRightDown ) ;
gEngfuncs . pfnAddCommand ( " -camyawright " , CAM_YawRightUp ) ;
gEngfuncs . pfnAddCommand ( " +camin " , CAM_InDown ) ;
gEngfuncs . pfnAddCommand ( " -camin " , CAM_InUp ) ;
gEngfuncs . pfnAddCommand ( " +camout " , CAM_OutDown ) ;
gEngfuncs . pfnAddCommand ( " -camout " , CAM_OutUp ) ;
gEngfuncs . pfnAddCommand ( " thirdperson " , CAM_ToThirdPerson ) ;
gEngfuncs . pfnAddCommand ( " firstperson " , CAM_ToFirstPerson ) ;
gEngfuncs . pfnAddCommand ( " +cammousemove " , CAM_StartMouseMove ) ;
gEngfuncs . pfnAddCommand ( " -cammousemove " , CAM_EndMouseMove ) ;
gEngfuncs . pfnAddCommand ( " +camdistance " , CAM_StartDistance ) ;
gEngfuncs . pfnAddCommand ( " -camdistance " , CAM_EndDistance ) ;
gEngfuncs . pfnAddCommand ( " snapto " , CAM_ToggleSnapto ) ;
cam_command = gEngfuncs . pfnRegisterVariable ( " cam_command " , " 1 " , 0 ) ; // tells camera to go to thirdperson
cam_snapto = gEngfuncs . pfnRegisterVariable ( " cam_snapto " , " 0 " , 0 ) ; // snap to thirdperson view
cam_idealyaw = gEngfuncs . pfnRegisterVariable ( " cam_idealyaw " , " 0 " , 0 ) ; // thirdperson yaw
cam_idealpitch = gEngfuncs . pfnRegisterVariable ( " cam_idealpitch " , " 90 " , 0 ) ; // thirperson pitch
cam_idealdist = gEngfuncs . pfnRegisterVariable ( " cam_idealdist " , " 100 " , 0 ) ; // thirdperson distance
cam_contain = gEngfuncs . pfnRegisterVariable ( " cam_contain " , " 1 " , FCVAR_ARCHIVE ) ; // contain camera to world(previously unused/broken, repurposed for top-down stuff)
c_maxpitch = gEngfuncs . pfnRegisterVariable ( " c_maxpitch " , " 90.0 " , 0 ) ;
c_minpitch = gEngfuncs . pfnRegisterVariable ( " c_minpitch " , " 0.0 " , 0 ) ;
c_maxyaw = gEngfuncs . pfnRegisterVariable ( " c_maxyaw " , " 135.0 " , 0 ) ;
c_minyaw = gEngfuncs . pfnRegisterVariable ( " c_minyaw " , " -135.0 " , 0 ) ;
c_maxdistance = gEngfuncs . pfnRegisterVariable ( " c_maxdistance " , " 200.0 " , 0 ) ;
c_mindistance = gEngfuncs . pfnRegisterVariable ( " c_mindistance " , " 30.0 " , 0 ) ;
cam_minDist = gEngfuncs . pfnRegisterVariable ( " cam_minDist " , " 150 " , FCVAR_ARCHIVE ) ;
cam_maxDist = gEngfuncs . pfnRegisterVariable ( " cam_maxDist " , " 500 " , FCVAR_ARCHIVE ) ; // Max dist if dynamic, normal distance if fixed
cam_smooth = gEngfuncs . pfnRegisterVariable ( " cam_smooth " , " 1 " , FCVAR_ARCHIVE ) ; // smooth camera movement
cam_lookahead = gEngfuncs . pfnRegisterVariable ( " cam_lookahead " , " 2 " , FCVAR_ARCHIVE ) ; // amount to "look ahead" towards the mouse
}
void CAM_ClearStates ( void )
{
vec3_t viewangles ;
gEngfuncs . GetViewAngles ( ( float * ) viewangles ) ;
cam_pitchup . state = 0 ;
cam_pitchdown . state = 0 ;
cam_yawleft . state = 0 ;
cam_yawright . state = 0 ;
cam_in . state = 0 ;
cam_out . state = 0 ;
cam_thirdperson = 1 ;
cam_command - > value = 0 ;
cam_mousemove = 0 ;
cam_snapto - > value = 0 ;
cam_distancemove = 0 ;
cam_ofs [ 0 ] = 0.0 ;
cam_ofs [ 1 ] = 0.0 ;
cam_ofs [ 2 ] = CAM_MIN_DIST ;
cam_idealpitch - > value = viewangles [ PITCH ] ;
cam_idealyaw - > value = viewangles [ YAW ] ;
cam_idealdist - > value = CAM_MIN_DIST ;
}
void CAM_StartMouseMove ( void )
{
float flSensitivity ;
//only move the cam with mouse if we are in third person.
if ( cam_thirdperson )
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if ( ! cam_mousemove )
{
cam_mousemove = 1 ;
iMouseInUse = 1 ;
GetCursorPos ( & cam_mouse ) ;
if ( ( flSensitivity = gHUD . GetSensitivity ( ) ) ! = 0 )
{
cam_old_mouse_x = cam_mouse . x * flSensitivity ;
cam_old_mouse_y = cam_mouse . y * flSensitivity ;
}
else
{
cam_old_mouse_x = cam_mouse . x ;
cam_old_mouse_y = cam_mouse . y ;
}
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
cam_mousemove = 0 ;
iMouseInUse = 0 ;
}
}
//the key has been released for camera movement
//tell the engine that mouse camera movement is off
void CAM_EndMouseMove ( void )
{
cam_mousemove = 0 ;
iMouseInUse = 0 ;
}
//----------------------------------------------------------
//routines to start the process of moving the cam in or out
//using the mouse
//----------------------------------------------------------
void CAM_StartDistance ( void )
{
//only move the cam with mouse if we are in third person.
if ( cam_thirdperson )
{
//set appropriate flags and initialize the old mouse position
//variables for mouse camera movement
if ( ! cam_distancemove )
{
cam_distancemove = 1 ;
cam_mousemove = 1 ;
iMouseInUse = 1 ;
GetCursorPos ( & cam_mouse ) ;
cam_old_mouse_x = cam_mouse . x * gHUD . GetSensitivity ( ) ;
cam_old_mouse_y = cam_mouse . y * gHUD . GetSensitivity ( ) ;
}
}
//we are not in 3rd person view..therefore do not allow camera movement
else
{
cam_distancemove = 0 ;
cam_mousemove = 0 ;
iMouseInUse = 0 ;
}
}
//the key has been released for camera movement
//tell the engine that mouse camera movement is off
void CAM_EndDistance ( void )
{
cam_distancemove = 0 ;
cam_mousemove = 0 ;
iMouseInUse = 0 ;
}
int DLLEXPORT CL_IsThirdPerson ( void )
{
return ( cam_thirdperson ? 1 : 0 ) | | ( g_iUser1 & & ( g_iUser2 = = gEngfuncs . GetLocalPlayer ( ) - > index ) ) ;
}
void DLLEXPORT CL_CameraOffset ( float * ofs )
{
VectorCopy ( cam_ofs , ofs ) ;
}