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1 | /* | |
2 | - | SetPlayerCamera function by MP2 |
2 | + | HUD-less Camera System |
3 | by MP2 | |
4 | ||
5 | - | Works by putting players in to spectate mode then setting the camera on the |
5 | + | |
6 | - | next OnPlayerUpdate call. |
6 | + | |
7 | Version: 3.0 (3th of April 2013) | |
8 | ||
9 | ||
10 | HOW IT WORKS | |
11 | - | #define CAMUPDATE_SET 1 // Just set the camera |
11 | + | |
12 | - | #define CAMUPDATE_MOVE 2 // 'CAMERA_MOVE' in SetPlayerCameraLookAt (reset) |
12 | + | There are 3 ways to set a camera: |
13 | - | #define CAMUPDATE_MOVE2 3 // 'CAMERA_MOVE' in SetPlayerCameraLookAt (move) |
13 | + | |
14 | - | #define CAMUPDATE_INTERPOLATE 4 // Interpolation |
14 | + | - Set (SetPlayerCamera) |
15 | • Set a player's camera instantly to a static location | |
16 | ||
17 | - Move (SetPlayerCamera: ) | |
18 | • Move (interpolate) a player's camera from it's current position to a new one | |
19 | ||
20 | - Interpolate (InterpolatePlayerCamera) | |
21 | • Like Move but with a specified delay. Doesn't interpolate from current pos, | |
22 | can interpolate from anywhere, TO anywhere. | |
23 | ||
24 | To remove the HUD, the player is placed in to 'spectator mode'. | |
25 | When in spectator mode and not spectating a player/vehicle, the player will see | |
26 | a bridge, which I refer to as 'Spectator's Bridge'. If you set the player's camera | |
27 | straight away, it will not work; they will be staring at that brige. | |
28 | To get around this, you have to have a small delay. A timer would be your first thought | |
29 | (as it was mine) but I use OnPlayerUpdate (hooked) as if a player was paused when | |
30 | their camera was set, when they resume the game they will be still staring at | |
31 | Spectator's Bridge. This fixes that. | |
32 | ||
33 | This include can be used for many things: | |
34 | - Login screens | |
35 | - Ban screens | |
36 | - Tutorials | |
37 | - 'CCTV' cameras | |
38 | - Menus | |
39 | - Cutscenes | |
40 | - and whatever else your imagination can think of! | |
41 | ||
42 | If you have any suggestions, have found a bug (problem/issue) or just want to give some feedback | |
43 | (negative or positive, I'm always open to advice!) | |
44 | feel free to do so here: http://forum.sa-mp.com/showthread.php?p=2362690 | |
45 | ||
46 | Enjoy! | |
47 | ||
48 | */ | |
49 | ||
50 | // This include uses y_hooks by Y_Less (part of the 'YSI' library) | |
51 | // You will need it. Google it. | |
52 | #include <YSI\y_hooks> | |
53 | ||
54 | new pUpdateCam[MAX_PLAYERS]; // Cam needs setting? See defines below | |
55 | #define CAMUPDATE_NONE 0 | |
56 | #define CAMUPDATE_SET 1 // Just set the camera (static) | |
57 | #define CAMUPDATE_MOVE 2 // 'CAMERA_MOVE' in SetPlayerCameraLookAt (reset to old pos) | |
58 | #define CAMUPDATE_MOVE2 3 // 'CAMERA_MOVE' in SetPlayerCameraLookAt (move to new pos) | |
59 | #define CAMUPDATE_INTERPOLATE 4 // Interpolation starts | |
60 | ||
61 | enum E_CAMUPDATE_COORDS | |
62 | { | |
63 | Float:CAMUPDATE_camPos[3], | |
64 | Float:CAMUPDATE_camLook[3], | |
65 | Float:CAMUPDATE_camPosNEW[3], // For interpolation (AFTER POS) | |
66 | Float:CAMUPDATE_camLookNEW[3] // For interpolation (AFTER LOOK) | |
67 | } | |
68 | new Float:pUpdateCamCoords[MAX_PLAYERS][E_CAMUPDATE_COORDS]; // Camera coords (pos+lookat) | |
69 | ||
70 | new CAM_OnPlayerUpdate_Calls[MAX_PLAYERS]; // Times needed to be called (set to 2 on set) | |
71 | ||
72 | /* FUNCTIONS | |
73 | native SetPlayerCamera(playerid, Float:x, Float:y, Float:z, Float:lookx, Float:looky, Float:lookz, bool:camera_interpolate=false); | |
74 | ||
75 | native InterpolatePlayerCamera(playerid, Float:startposx, Float:startposy, Float:startposz, Float:startlookx, Float:startlooky, Float:startlookz, Float:toposx, Float:toposy, Float:toposz, Float:tolookx, Float:tolooky, Float:tolookz, interpolation_time=3000); | |
76 | */ | |
77 | ||
78 | // Set a player's camera. If camera_interpolate is true the camera will interpolate (NO TIME CONTROL - see InterpolatePlayerCamera) | |
79 | stock SetPlayerCamera(playerid, Float:x, Float:y, Float:z, Float:lookx, Float:looky, Float:lookz, bool:camera_interpolate=false) | |
80 | { | |
81 | TogglePlayerSpectating(playerid, true); | |
82 | ||
83 | if(camera_interpolate == false) // Just set | |
84 | { | |
85 | pUpdateCam[playerid] = CAMUPDATE_SET; | |
86 | ||
87 | // Store the new coordinates | |
88 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][0] = x; | |
89 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][1] = y; | |
90 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][2] = z; | |
91 | ||
92 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0] = lookx; | |
93 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][1] = looky; | |
94 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][2] = lookz; | |
95 | } | |
96 | else // We will need to re-set the camera to where it currently is | |
97 | { | |
98 | pUpdateCam[playerid] = CAMUPDATE_MOVE; | |
99 | new Float:curx, Float:cury, Float:curz; // Cam pos | |
100 | new Float:curvx, Float:curvy, Float:curvz; // Front vector | |
101 | GetPlayerCameraPos(playerid, curx, cury, curz); | |
102 | GetPlayerCameraFrontVector(playerid, curvx, curvy, curvz); | |
103 | ||
104 | // NEW coordinates (after setting) | |
105 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0] = x; | |
106 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1] = y; | |
107 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2] = z; | |
108 | - | public OnPlayerUpdate(playerid) |
108 | + | |
109 | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0] = lookx; | |
110 | - | if(pUpdateCam[playerid] != 0) // If camera needs setting, let's do it |
110 | + | |
111 | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2] = lookz; | |
112 | - | switch(pUpdateCam[playerid]) |
112 | + | |
113 | // CURRENT coordinates | |
114 | - | case CAMUPDATE_SET: |
114 | + | |
115 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][1] = cury; | |
116 | - | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2]); |
116 | + | |
117 | - | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2]); |
117 | + | |
118 | - | |
118 | + | |
119 | - | pUpdateCam[playerid] = 0; // Doesn't need updating anymore |
119 | + | |
120 | curz += curvz; | |
121 | - | case CAMUPDATE_MOVE: |
121 | + | |
122 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0] = curx; | |
123 | - | // Set it back to the old one first |
123 | + | |
124 | - | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2]); |
124 | + | |
125 | - | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2]); |
125 | + | |
126 | - | |
126 | + | CAM_OnPlayerUpdate_Calls[playerid] = 3; |
127 | return 1; | |
128 | } | |
129 | - | case CAMUPDATE_MOVE2: |
129 | + | |
130 | // Interpolate a player's camera. | |
131 | - | // Now move it |
131 | + | |
132 | - | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2]); |
132 | + | |
133 | - | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2], CAMERA_MOVE); |
133 | + | |
134 | - | |
134 | + | |
135 | - | pUpdateCam[playerid] = 0; // Doesn't need updating anymore |
135 | + | |
136 | ||
137 | - | case CAMUPDATE_INTERPOLATE: |
137 | + | |
138 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][1] = startposy; | |
139 | - | InterpolateCameraPos(playerid, |
139 | + | |
140 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2], |
140 | + | |
141 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2], |
141 | + | |
142 | - | GetPVarInt(playerid, "CAM_IP_TIME"), CAMERA_MOVE); |
142 | + | |
143 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][2] = startlookz; | |
144 | - | InterpolateCameraLookAt(playerid, |
144 | + | |
145 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2], |
145 | + | |
146 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2], |
146 | + | |
147 | - | GetPVarInt(playerid, "CAM_IP_TIME"), CAMERA_MOVE); |
147 | + | |
148 | - | |
148 | + | |
149 | - | DeletePVar(playerid, "CAM_IP_TIME"); // Delete it; no longer needed. |
149 | + | |
150 | - | |
150 | + | |
151 | - | pUpdateCam[playerid] = 0; // Doesn't need updating anymore |
151 | + | |
152 | ||
153 | SetPVarInt(playerid, "CAM_IP_TIME", interpolation_time); | |
154 | ||
155 | CAM_OnPlayerUpdate_Calls[playerid] = 3; | |
156 | - | // Hooking |
156 | + | |
157 | - | #if defined NOHUDCAM_OnPlayerUpdate |
157 | + | |
158 | - | return NOHUDCAM_OnPlayerUpdate(playerid); |
158 | + | |
159 | - | #else |
159 | + | hook OnPlayerUpdate(playerid) |
160 | - | return 1; |
160 | + | { |
161 | - | #endif |
161 | + | if(CAM_OnPlayerUpdate_Calls[playerid] > 1) // We need to do stuff |
162 | { | |
163 | - | #if defined NOHUDCAM_OnPlayerUpdate |
163 | + | CAM_OnPlayerUpdate_Calls[playerid]--; |
164 | - | forward NOHUDCAM_OnPlayerUpdate(playerid); |
164 | + | DoPlayerCameraSet(playerid); |
165 | - | #endif |
165 | + | |
166 | - | #if defined _ALS_OnPlayerUpdate |
166 | + | |
167 | - | #undef OnPlayerUpdate |
167 | + | |
168 | - | #else |
168 | + | |
169 | - | #define _ALS_OnPlayerUpdate |
169 | + | forward CAM_DoPlayerCameraSet(playerid); |
170 | - | #endif |
170 | + | public CAM_DoPlayerCameraSet(playerid) |
171 | - | #define OnPlayerUpdate NOHUDCAM_OnPlayerUpdate |
171 | + | |
172 | DoPlayerCameraSet(playerid); | |
173 | return 1; | |
174 | } | |
175 | ||
176 | stock DoPlayerCameraSet(playerid) | |
177 | { | |
178 | switch(pUpdateCam[playerid]) | |
179 | { | |
180 | case CAMUPDATE_SET: | |
181 | { | |
182 | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2]); | |
183 | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2]); | |
184 | } | |
185 | case CAMUPDATE_MOVE: | |
186 | { | |
187 | // Set it back to the old one first | |
188 | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2]); | |
189 | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2]); | |
190 | ||
191 | if(CAM_OnPlayerUpdate_Calls[playerid] == 1) | |
192 | { | |
193 | pUpdateCam[playerid] = CAMUPDATE_MOVE2; | |
194 | CAM_OnPlayerUpdate_Calls[playerid] = 3; | |
195 | } | |
196 | } | |
197 | case CAMUPDATE_MOVE2: | |
198 | { | |
199 | // Now move it | |
200 | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2]); | |
201 | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2], CAMERA_MOVE); | |
202 | } | |
203 | case CAMUPDATE_INTERPOLATE: | |
204 | { | |
205 | InterpolateCameraPos(playerid, | |
206 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2], | |
207 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2], | |
208 | GetPVarInt(playerid, "CAM_IP_TIME"), CAMERA_MOVE); | |
209 | ||
210 | InterpolateCameraLookAt(playerid, | |
211 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2], | |
212 | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2], | |
213 | GetPVarInt(playerid, "CAM_IP_TIME"), CAMERA_MOVE); | |
214 | ||
215 | DeletePVar(playerid, "CAM_IP_TIME"); // No longer needed. | |
216 | } | |
217 | } | |
218 | } |