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| 1 | /* | |
| 2 | SetPlayerCamera function by MP2 | |
| 3 | ||
| 4 | Set a player's camera WITHOUT THE HUD! | |
| 5 | Works by putting players in to spectate mode then setting the camera on the | |
| 6 | next OnPlayerUpdate call. | |
| 7 | */ | |
| 8 | ||
| 9 | new pUpdateCam[MAX_PLAYERS]; // Cam needs setting? See defines below | |
| 10 | #define CAMUPDATE_NONE 0 | |
| 11 | #define CAMUPDATE_SET 1 // Just set the camera | |
| 12 | - | #define CAMUPDATE_MOVE 2 // 'CAMERA_MOVE' in SetPlayerCameraLookAt |
| 12 | + | #define CAMUPDATE_MOVE 2 // 'CAMERA_MOVE' in SetPlayerCameraLookAt (reset) |
| 13 | - | #define CAMUPDATE_INTERPOLATE 3 // Interpolation |
| 13 | + | #define CAMUPDATE_MOVE2 3 // 'CAMERA_MOVE' in SetPlayerCameraLookAt (move) |
| 14 | #define CAMUPDATE_INTERPOLATE 4 // Interpolation | |
| 15 | ||
| 16 | enum E_CAMUPDATE_COORDS | |
| 17 | {
| |
| 18 | Float:CAMUPDATE_camPos[3], | |
| 19 | - | Float:CAMUPDATE_camPosIP[3], // For interpolation (AFTER POS) |
| 19 | + | |
| 20 | - | Float:CAMUPDATE_camLookIP[3] // For interpolation (AFTER LOOK) |
| 20 | + | Float:CAMUPDATE_camPosNEW[3], // For interpolation (AFTER POS) |
| 21 | Float:CAMUPDATE_camLookNEW[3] // For interpolation (AFTER LOOK) | |
| 22 | } | |
| 23 | new Float:pUpdateCamCoords[MAX_PLAYERS][E_CAMUPDATE_COORDS]; // Camera coords (pos+lookat) | |
| 24 | ||
| 25 | /* FUNCTIONS | |
| 26 | native SetPlayerCamera(playerid, Float:x, Float:y, Float:z, Float:lookx, Float:looky, Float:lookz, bool:camera_interpolate=false); | |
| 27 | 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); | |
| 28 | */ | |
| 29 | ||
| 30 | // Set a player's camera. If camera_interpolate is true the camera will interpolate (NO TIME CONTROL - see InterpolatePlayerCamera) | |
| 31 | stock SetPlayerCamera(playerid, Float:x, Float:y, Float:z, Float:lookx, Float:looky, Float:lookz, bool:camera_interpolate=false) | |
| 32 | {
| |
| 33 | TogglePlayerSpectating(playerid, true); | |
| 34 | - | if(camera_interpolate == false) pUpdateCam[playerid] = CAMUPDATE_SET; |
| 34 | + | |
| 35 | - | else pUpdateCam[playerid] = CAMUPDATE_MOVE; |
| 35 | + | if(camera_interpolate == false) // Just set |
| 36 | {
| |
| 37 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPos][0] = x; |
| 37 | + | pUpdateCam[playerid] = CAMUPDATE_SET; |
| 38 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPos][1] = y; |
| 38 | + | |
| 39 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPos][2] = z; |
| 39 | + | // Store the new coordinates |
| 40 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][0] = x; | |
| 41 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0] = lookx; |
| 41 | + | pUpdateCamCoords[playerid][CAMUPDATE_camPos][1] = y; |
| 42 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLook][1] = looky; |
| 42 | + | pUpdateCamCoords[playerid][CAMUPDATE_camPos][2] = z; |
| 43 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLook][2] = lookz; |
| 43 | + | |
| 44 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0] = lookx; | |
| 45 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][1] = looky; | |
| 46 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][2] = lookz; | |
| 47 | } | |
| 48 | else // We will need to re-set the camera to where it currently is | |
| 49 | {
| |
| 50 | pUpdateCam[playerid] = CAMUPDATE_MOVE; | |
| 51 | new Float:curx, Float:cury, Float:curz; // Cam pos | |
| 52 | new Float:curvx, Float:curvy, Float:curvz; // Front vector | |
| 53 | GetPlayerCameraPos(playerid, curx, cury, curz); | |
| 54 | GetPlayerCameraFrontVector(playerid, curvx, curvy, curvz); | |
| 55 | ||
| 56 | // NEW coordinates (after setting) | |
| 57 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0] = x; | |
| 58 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1] = y; | |
| 59 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2] = z; | |
| 60 | ||
| 61 | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0] = lookx; | |
| 62 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPosIP][0] = toposx; |
| 62 | + | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][1] = looky; |
| 63 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPosIP][1] = toposy; |
| 63 | + | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2] = lookz; |
| 64 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPosIP][2] = toposz; |
| 64 | + | |
| 65 | // CURRENT coordinates | |
| 66 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLookIP][0] = tolookx; |
| 66 | + | pUpdateCamCoords[playerid][CAMUPDATE_camPos][0] = curx; |
| 67 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLookIP][1] = tolooky; |
| 67 | + | pUpdateCamCoords[playerid][CAMUPDATE_camPos][1] = cury; |
| 68 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLookIP][2] = tolookz; |
| 68 | + | pUpdateCamCoords[playerid][CAMUPDATE_camPos][2] = curz; |
| 69 | ||
| 70 | curx += curvx; | |
| 71 | cury += curvy; | |
| 72 | curz += curvz; | |
| 73 | ||
| 74 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0] = curx; | |
| 75 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][1] = cury; | |
| 76 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][2] = curz; | |
| 77 | } | |
| 78 | return 1; | |
| 79 | } | |
| 80 | ||
| 81 | // Interpolate a player's camera. | |
| 82 | stock 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) | |
| 83 | {
| |
| 84 | TogglePlayerSpectating(playerid, true); | |
| 85 | ||
| 86 | pUpdateCam[playerid] = CAMUPDATE_INTERPOLATE; | |
| 87 | ||
| 88 | - | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2], CAMERA_MOVE); |
| 88 | + | |
| 89 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][1] = startposy; | |
| 90 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][2] = startposz; | |
| 91 | ||
| 92 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0] = startlookx; | |
| 93 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][1] = startlooky; | |
| 94 | - | pUpdateCamCoords[playerid][CAMUPDATE_camPosIP][0], pUpdateCamCoords[playerid][CAMUPDATE_camPosIP][1], pUpdateCamCoords[playerid][CAMUPDATE_camPosIP][2], |
| 94 | + | |
| 95 | ||
| 96 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0] = toposx; | |
| 97 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1] = toposy; | |
| 98 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2] = toposz; | |
| 99 | - | pUpdateCamCoords[playerid][CAMUPDATE_camLookIP][0], pUpdateCamCoords[playerid][CAMUPDATE_camLookIP][1], pUpdateCamCoords[playerid][CAMUPDATE_camLookIP][2], |
| 99 | + | |
| 100 | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0] = tolookx; | |
| 101 | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][1] = tolooky; | |
| 102 | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2] = tolookz; | |
| 103 | ||
| 104 | SetPVarInt(playerid, "CAM_IP_TIME", interpolation_time); | |
| 105 | - | pUpdateCam[playerid] = 0; // Doesn't need updating anymore |
| 105 | + | |
| 106 | } | |
| 107 | ||
| 108 | public OnPlayerUpdate(playerid) | |
| 109 | {
| |
| 110 | if(pUpdateCam[playerid] != 0) // If camera needs setting, let's do it | |
| 111 | {
| |
| 112 | switch(pUpdateCam[playerid]) | |
| 113 | {
| |
| 114 | case CAMUPDATE_SET: | |
| 115 | {
| |
| 116 | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2]); | |
| 117 | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2]); | |
| 118 | ||
| 119 | pUpdateCam[playerid] = 0; // Doesn't need updating anymore | |
| 120 | } | |
| 121 | case CAMUPDATE_MOVE: | |
| 122 | {
| |
| 123 | // Set it back to the old one first | |
| 124 | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2]); | |
| 125 | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2]); | |
| 126 | ||
| 127 | pUpdateCam[playerid] = CAMUPDATE_MOVE2; | |
| 128 | } | |
| 129 | case CAMUPDATE_MOVE2: | |
| 130 | {
| |
| 131 | // Now move it | |
| 132 | SetPlayerCameraPos(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2]); | |
| 133 | SetPlayerCameraLookAt(playerid, pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2], CAMERA_MOVE); | |
| 134 | ||
| 135 | pUpdateCam[playerid] = 0; // Doesn't need updating anymore | |
| 136 | } | |
| 137 | case CAMUPDATE_INTERPOLATE: | |
| 138 | {
| |
| 139 | InterpolateCameraPos(playerid, | |
| 140 | pUpdateCamCoords[playerid][CAMUPDATE_camPos][0], pUpdateCamCoords[playerid][CAMUPDATE_camPos][1], pUpdateCamCoords[playerid][CAMUPDATE_camPos][2], | |
| 141 | pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camPosNEW][2], | |
| 142 | GetPVarInt(playerid, "CAM_IP_TIME"), CAMERA_MOVE); | |
| 143 | ||
| 144 | InterpolateCameraLookAt(playerid, | |
| 145 | pUpdateCamCoords[playerid][CAMUPDATE_camLook][0], pUpdateCamCoords[playerid][CAMUPDATE_camLook][1], pUpdateCamCoords[playerid][CAMUPDATE_camLook][2], | |
| 146 | pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][0], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][1], pUpdateCamCoords[playerid][CAMUPDATE_camLookNEW][2], | |
| 147 | GetPVarInt(playerid, "CAM_IP_TIME"), CAMERA_MOVE); | |
| 148 | ||
| 149 | DeletePVar(playerid, "CAM_IP_TIME"); // Delete it; no longer needed. | |
| 150 | ||
| 151 | pUpdateCam[playerid] = 0; // Doesn't need updating anymore | |
| 152 | } | |
| 153 | } | |
| 154 | } | |
| 155 | ||
| 156 | // Hooking | |
| 157 | #if defined NOHUDCAM_OnPlayerUpdate | |
| 158 | return NOHUDCAM_OnPlayerUpdate(playerid); | |
| 159 | #else | |
| 160 | return 1; | |
| 161 | #endif | |
| 162 | } | |
| 163 | #if defined NOHUDCAM_OnPlayerUpdate | |
| 164 | forward NOHUDCAM_OnPlayerUpdate(playerid); | |
| 165 | #endif | |
| 166 | #if defined _ALS_OnPlayerUpdate | |
| 167 | #undef OnPlayerUpdate | |
| 168 | #else | |
| 169 | #define _ALS_OnPlayerUpdate | |
| 170 | #endif | |
| 171 | #define OnPlayerUpdate NOHUDCAM_OnPlayerUpdate |