ref: 3e0fc93f076eb04054d1145808d22fa0423fcc02
dir: /chase.c/
#include "quakedef.h"
cvar_t chase_active = {"chase_active", "0"};
static cvar_t chase_back = {"chase_back", "100"};
static cvar_t chase_up = {"chase_up", "16"};
static cvar_t chase_right = {"chase_right", "0"};
static vec3_t chase_dest;
void Chase_Init (void)
{
Cvar_RegisterVariable (&chase_back);
Cvar_RegisterVariable (&chase_up);
Cvar_RegisterVariable (&chase_right);
Cvar_RegisterVariable (&chase_active);
}
void TraceLine (vec3_t start, vec3_t end, vec3_t impact)
{
trace_t trace;
memset(&trace, 0, sizeof trace);
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, start, end, &trace);
VectorCopy (trace.endpos, impact);
}
void Chase_Update (void)
{
int i;
float dist;
vec3_t forward, up, right;
vec3_t dest, stop;
// if can't see player, reset
AngleVectors (cl.viewangles, forward, right, up);
// calc exact destination
for (i=0 ; i<3 ; i++)
chase_dest[i] = r_refdef.vieworg[i]
- forward[i]*chase_back.value
- right[i]*chase_right.value;
chase_dest[2] = r_refdef.vieworg[2] + chase_up.value;
// find the spot the player is looking at
VectorMA (r_refdef.vieworg, 4096, forward, dest);
TraceLine (r_refdef.vieworg, dest, stop);
// calculate pitch to look at the same spot from camera
VectorSubtract (stop, r_refdef.vieworg, stop);
dist = DotProduct (stop, forward);
if (dist < 1)
dist = 1;
r_refdef.viewangles[PITCH] = -atanf(stop[2] / dist) / M_PI * 180;
// move towards destination
VectorCopy (chase_dest, r_refdef.vieworg);
}