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22  * Player camera tracking in Spectator mode
24 * This takes over player controls for spectator automatic camera.
25 * Player moves as a spectator, but the camera tracks and enemy player
54 int spec_track = 0; // player# of who we are tracking
103 // returns true if we should draw this player, we don't if we are chase camming
151 static float Cam_TryFlyby(player_state_t *self, player_state_t *player, vec3_t vec, qboolean checkvis)
161 VectorMA(player->origin, 800, vec, v);
163 // fake a player move
164 trace = Cam_DoTrace(player->origin, v);
168 VectorSubtract(trace.endpos, player->origin, v);
183 // Is player visible?
184 static qboolean Cam_IsVisible(player_state_t *player, vec3_t vec)
190 trace = Cam_DoTrace(player->origin, vec);
193 // check distance, don't let the player get too far away or too close
194 VectorSubtract(player->origin, vec, v);
201 static qboolean InitFlyby(player_state_t *self, player_state_t *player, int checkvis)
207 VectorCopy(player->viewangles, vec);
216 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
222 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
227 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
232 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
237 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
242 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
248 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
254 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
260 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
265 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
271 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
276 if ((f = Cam_TryFlyby(self, player, vec2, checkvis)) < max) {
313 // Take over the user controls and track a player.
314 // We find a nice position to watch the player and move there
317 player_state_t *player, *self;
341 player = frame->playerstate + spec_track;
344 if (!locked || !Cam_IsVisible(player, desired_position)) {
346 if (!InitFlyby(self, player, true))
347 InitFlyby(self, player, false);
360 VectorCopy(player->viewangles, cl.viewangles);
361 VectorCopy(player->origin, desired_position);
370 self->weaponframe = player->weaponframe;
374 // the player
388 VectorSubtract(player->origin, desired_position, vec);
436 player_state_t *player, *self;
445 player = frame->playerstate + spec_track;
448 VectorSubtract(player->origin, cl.simorg, vec);
480 player = frame->playerstate + spec_track;
483 VectorSubtract(player->origin, self->origin, vec);