//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. =========== // // The copyright to the contents herein is the property of Valve, L.L.C. // The contents may be used and/or copied only with the written permission of // Valve, L.L.C., or in accordance with the terms and conditions stipulated in // the agreement/contract under which the contents have been supplied. // // Purpose: Functionality for the observer chase camera // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //============================================================================= #include "extdll.h" #include "util.h" #include "cbase.h" #include "player.h" #include "pm_shared.h" // Find the next client in the game for this player to spectate void CBasePlayer::Observer_FindNextPlayer() { // MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching // only a subset of the players. e.g. Make it check the target's team. CBaseEntity *client = m_hObserverTarget; while ( (client = (CBaseEntity*)UTIL_FindEntityByClassname( client, "player" )) != m_hObserverTarget ) { if ( !client ) continue; if ( !client->pev ) continue; if ( client == this ) continue; // Add checks on target here. m_hObserverTarget = client; break; } // Did we find a target? if ( m_hObserverTarget ) { // Store the target in pev so the physics DLL can get to it if (pev->iuser1 != OBS_ROAMING) pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() ); // Move to the target UTIL_SetOrigin( pev, m_hObserverTarget->pev->origin ); ALERT( at_console, "Now Tracking %s\n", STRING( m_hObserverTarget->pev->classname ) ); } else { ALERT( at_console, "No observer targets.\n" ); } } // Handle buttons in observer mode void CBasePlayer::Observer_HandleButtons() { // Slow down mouse clicks if ( m_flNextObserverInput > gpGlobals->time ) return; // Jump changes from modes: Chase to Roaming if ( m_afButtonPressed & IN_JUMP ) { if ( pev->iuser1 == OBS_CHASE_LOCKED ) Observer_SetMode( OBS_CHASE_FREE ); else if ( pev->iuser1 == OBS_CHASE_FREE ) Observer_SetMode( OBS_ROAMING ); else if ( pev->iuser1 == OBS_ROAMING ) Observer_SetMode( OBS_IN_EYE ); else if ( pev->iuser1 == OBS_IN_EYE ) Observer_SetMode( OBS_MAP_FREE ); else if ( pev->iuser1 == OBS_MAP_FREE ) Observer_SetMode( OBS_MAP_CHASE ); else Observer_SetMode( OBS_CHASE_FREE ); // don't use OBS_CHASE_LOCKED anymore m_flNextObserverInput = gpGlobals->time + 0.2; } // Attack moves to the next player if ( m_afButtonPressed & IN_ATTACK ) { Observer_FindNextPlayer(); m_flNextObserverInput = gpGlobals->time + 0.2; } } // Attempt to change the observer mode void CBasePlayer::Observer_SetMode( int iMode ) { // Just abort if we're changing to the mode we're already in if ( iMode == pev->iuser1 ) return; // is valid mode ? if ( iMode < OBS_CHASE_LOCKED || iMode > OBS_MAP_CHASE ) iMode = OBS_IN_EYE; // now it is // if we are not roaming, we need a valid target to track if ( (iMode != OBS_ROAMING) && (m_hObserverTarget == 0) ) { Observer_FindNextPlayer(); // if we didn't find a valid target switch to roaming if (m_hObserverTarget == 0) { ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" ); iMode = OBS_ROAMING; } } // set spectator mode pev->iuser1 = iMode; // set target if not roaming if (iMode == OBS_ROAMING) pev->iuser2 = 0; else pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() ); // print spepctaor mode on client screen char modemsg[16]; sprintf(modemsg,"#Spec_Mode%i", iMode); ClientPrint( pev, HUD_PRINTCENTER, modemsg ); }