Junior Spellweaver
- Joined
- Mar 29, 2013
- Messages
- 123
- Reaction score
- 39
WarZ.sln
in HUD_Spectator.cpp
Search:
Put this:
Search:
Put this:
in Hud_TpsGame.cpp
Search:
Put this:
Search:
Put this:
in HUD_Spectator.cpp
Search:
void CameraHUD :: SetFPSCamera(r3dCamera &Cam )
Put this:
Code:
void CameraHUD :: SetFPSCamera(r3dCamera &Cam )
{
if(g_usePlayerEditorCamera)
return editor_GetHudByIndex(1)->SetCamera(Cam);
r3dPoint3D CamPos = FPS_Position;
CamPos += GetCamOffset();
r3dPoint3D ViewPos = CamPos + FPS_vVision*10.0f;
[COLOR=#ff0000]//#ifndef FINAL_BUILD //UndeadBrasil Spectator[/COLOR]
if(d_spectator_fov->GetFloat() > 0.0f)
GameFOV = d_spectator_fov->GetFloat();
else
[COLOR=#ff0000]//#endif[/COLOR]
GameFOV = VIEW_FOV;
Cam.FOV = GameFOV;
Cam.SetPosition( CamPos );
Cam.PointTo(ViewPos);
}
Search:
void CameraHUD :: ProcessFPSCamera()
Put this:
Code:
void CameraHUD :: ProcessFPSCamera()
{
[COLOR=#ff0000]//#ifndef FINAL_BUILD //UndeadBrasil Spectator[/COLOR]
FPS_Acceleration.Assign(0, 0, 0);
float glb_MouseSens = 0.5f; // in range (0.1 - 1.0)
float glb_MouseSensAdj = 1.0f; // in range (0.1 - 1.0)
enablemouselook = (Mouse->IsPressed(r3dMouse::mRightButton)) && !g_imgui_LockRbr;
if (!enablemouselook) return;
//
// Mouse controls are here
//
int mMX=Mouse->m_MouseMoveX, mMY=Mouse->m_MouseMoveY;
FPS_vViewOrig.x += float(-mMX) * glb_MouseSensAdj;
FPS_vViewOrig.y += float(-mMY) * glb_MouseSensAdj;
// Player can't look too high!
if(FPS_vViewOrig.y > 85) FPS_vViewOrig.y = 85;
if(FPS_vViewOrig.y < -85) FPS_vViewOrig.y = -85;
FPS_ViewAngle = FPS_vViewOrig; // + FPS_vViewDistortion;
if(FPS_ViewAngle.y > 360 ) FPS_ViewAngle.y = FPS_ViewAngle.y - 360;
if(FPS_ViewAngle.y < 0 ) FPS_ViewAngle.y = FPS_ViewAngle.y + 360;
D3DXMATRIX mr;
D3DXMatrixIdentity(&mr);
D3DXMatrixRotationYawPitchRoll(&mr, R3D_DEG2RAD(-FPS_ViewAngle.x), R3D_DEG2RAD(-FPS_ViewAngle.y), 0);
FPS_vVision = r3dVector(mr._31, mr._32, mr._33);
D3DXMatrixIdentity(&mr);
D3DXMatrixRotationYawPitchRoll(&mr, R3D_DEG2RAD(-FPS_ViewAngle.x), 0, 0);
FPS_vRight = r3dVector(mr._11, mr._12, mr._13);
FPS_vUp = r3dVector(0, 1, 0);
FPS_vForw = r3dVector(mr._31, mr._32, mr._33);
FPS_vForw.Normalize();
FPS_vRight.Normalize();
FPS_vVision.Normalize();
// walk
[COLOR=#ff0000] //extern float __EditorWalkSpeed;[/COLOR]
[COLOR=#ff0000] float __EditorWalkSpeed = 5.0f; //UndeadBrasil Spectator[/COLOR]
float fSpeed = __EditorWalkSpeed;
float mult = 1;
if(Keyboard->IsPressed(kbsLeftShift)) mult = 30.0f; //64.0f;
if(Keyboard->IsPressed(kbsW)) FPS_Acceleration.Z = fSpeed;
if(Keyboard->IsPressed(kbsS)) FPS_Acceleration.Z = -fSpeed * 0.7f;
if(Keyboard->IsPressed(kbsA)) FPS_Acceleration.X = -fSpeed * 0.7f;
if(Keyboard->IsPressed(kbsD)) FPS_Acceleration.X = fSpeed * 0.7f;
if(Keyboard->IsPressed(kbsQ)) FPS_Position.Y += SRV_WORLD_SCALE(1.0f)* r3dGetFrameTime() * mult;
if(Keyboard->IsPressed(kbsE)) FPS_Position.Y -= SRV_WORLD_SCALE(1.0f)* r3dGetFrameTime() * mult;
FPS_Position += FPS_vVision * FPS_Acceleration.Z * r3dGetFrameTime() * mult;
FPS_Position += FPS_vRight * FPS_Acceleration.X * r3dGetFrameTime() *mult;
//if (FPS_Position.Y < terra_GetH(FPS_Position)) FPS_Position.Y = terra_GetH(FPS_Position);
if(Keyboard->WasPressed(kbsF6))
{
r3dPoint3D PP = FPS_Position + FPS_vVision*60.0f;
r3dOutToLog("POINT at %f %f %f\n", PP.X, PP.Y, PP.Z);
GameObject *Car = srv_CreateGameObject("obj_Phys", "Data\\Models\\Objects\\Box01.sco", PP);
}
[COLOR=#ff0000]//#endif[/COLOR]
}
in Hud_TpsGame.cpp
Search:
void TPSGameHUD :: SetCameraPure ( r3dCamera &Cam)
Put this:
Code:
void TPSGameHUD :: SetCameraPure ( r3dCamera &Cam)
{
[COLOR=#ff0000]//#ifndef FINAL_BUILD //UndeadBrasil Spectator[/COLOR]
if(d_video_spectator_mode->GetBool() || d_observer_mode->GetBool())
{
r3dPoint3D CamPos = FPS_Position;
CamPos.Y += 1.8f;
r3dPoint3D ViewPos = CamPos + FPS_vVision*10.0f;
[COLOR=#ff0000] //Cam.FOV = r_video_fov->GetFloat();[/COLOR]
Cam.SetPosition( CamPos );
Cam.PointTo(ViewPos);
[COLOR=#ff0000] //LevelDOF = r_video_DOF_enable->GetBool();[/COLOR]
_NEAR_DOF = 1;
_FAR_DOF = 1;
[COLOR=#ff0000] //DepthOfField_NearStart = r_video_nearDOF_start->GetFloat();[/COLOR]
[COLOR=#ff0000] //DepthOfField_NearEnd = r_video_nearDOF_end->GetFloat();[/COLOR]
[COLOR=#ff0000] //DepthOfField_FarStart = r_video_farDOF_start->GetFloat();[/COLOR]
[COLOR=#ff0000] //DepthOfField_FarEnd = r_video_farDOF_end->GetFloat();[/COLOR]
return;
}
//#endif
Search:
void TPSGameHUD :: Process()
Put this:
Code:
//----------------------------------------------------------------
void TPSGameHUD :: Process()
//----------------------------------------------------------------
{
if( g_cursor_mode->GetInt() )
{
imgui_Update();
imgui2_Update();
}
{
r3dSetAsyncLoading( 1 ) ;
}
obj_Player* pl = gClientLogic().localPlayer_;
if(!pl) return;
[COLOR=#ff0000]//#ifndef FINAL_BUILD //UndeadBrasil Spectator[/COLOR]
[COLOR=#ff0000] if (gUserProfile.ProfileData.isDevAccount){ // UndeadBrasil Para nenhum player poder usar o Specator somente Devs[/COLOR]
bool allow_specator_mode = true;
if(Keyboard->WasPressed(kbsF8) && allow_specator_mode)
{
d_video_spectator_mode->SetBool(!d_video_spectator_mode->GetBool());
static float DOF_NS=0, DOF_NE=0, DOF_FS=0, DOF_FE=0;
static int DOF_N=0, DOF_F=0, DOF_ENABLE=0;
if(d_video_spectator_mode->GetBool())
{
FPS_vViewOrig.Assign(pl->ViewAngle);
// save
DOF_NS=DepthOfField_NearStart;
DOF_NE=DepthOfField_NearEnd;
DOF_FS=DepthOfField_FarStart;
DOF_FE=DepthOfField_FarEnd;
DOF_N=_NEAR_DOF;
DOF_F=_FAR_DOF;
DOF_ENABLE=LevelDOF;
}
else
{
// restore
DepthOfField_NearStart=DOF_NS;
DepthOfField_NearEnd=DOF_NE;
DepthOfField_FarStart=DOF_FS;
DepthOfField_FarEnd=DOF_FE;
_NEAR_DOF=DOF_N;
_FAR_DOF=DOF_F;
LevelDOF=DOF_ENABLE;
}
}
bool allow_observer_mode = true;
allow_observer_mode = true;
if(Keyboard->WasPressed(kbsF9) && allow_observer_mode)
{
d_observer_mode->SetBool(!d_observer_mode->GetBool());
if(d_observer_mode->GetBool())
{
FPS_vViewOrig.Assign(pl->ViewAngle);
}
}
if(d_video_spectator_mode->GetBool() || d_observer_mode->GetBool())
{
FPS_Acceleration.Assign(0, 0, 0);
float glb_MouseSensAdj = g_mouse_sensitivity->GetFloat();
// camera view
if(Gamepad->IsConnected())
{
float X, Y;
Gamepad->GetRightThumb(X, Y);
FPS_vViewOrig.x += float(-X) * r_gamepad_view_sens->GetFloat();
FPS_vViewOrig.y += float(Y) * r_gamepad_view_sens->GetFloat() * (g_vertical_look->GetBool()?-1.0f:1.0f);
}
else // mouse fallback
{
int mMX=Mouse->m_MouseMoveX, mMY=Mouse->m_MouseMoveY;
FPS_vViewOrig.x += float(-mMX) * glb_MouseSensAdj;
FPS_vViewOrig.y += float(-mMY) * glb_MouseSensAdj * (g_vertical_look->GetBool()?-1.0f:1.0f);
}
if(FPS_vViewOrig.y > 85) FPS_vViewOrig.y = 85;
if(FPS_vViewOrig.y < -85) FPS_vViewOrig.y = -85;
FPS_ViewAngle = FPS_vViewOrig;
if(FPS_ViewAngle.y > 360 ) FPS_ViewAngle.y = FPS_ViewAngle.y - 360;
if(FPS_ViewAngle.y < 0 ) FPS_ViewAngle.y = FPS_ViewAngle.y + 360;
D3DXMATRIX mr;
D3DXMatrixIdentity(&mr);
D3DXMatrixRotationYawPitchRoll(&mr, R3D_DEG2RAD(-FPS_ViewAngle.x), R3D_DEG2RAD(-FPS_ViewAngle.y), 0);
FPS_vVision = r3dVector(mr._31, mr._32, mr._33);
D3DXMatrixIdentity(&mr);
D3DXMatrixRotationYawPitchRoll(&mr, R3D_DEG2RAD(-FPS_ViewAngle.x), 0, 0);
FPS_vRight = r3dVector(mr._11, mr._12, mr._13);
FPS_vUp = r3dVector(0, 1, 0);
FPS_vForw = r3dVector(mr._31, mr._32, mr._33);
FPS_vForw.Normalize();
FPS_vRight.Normalize();
FPS_vVision.Normalize();
// walk
[COLOR=#ff0000] //extern float __EditorWalkSpeed;[/COLOR]
[COLOR=#ff0000] float __EditorWalkSpeed = 5.0f; //UndeadBrasil Spectator[/COLOR]
float fSpeed = __EditorWalkSpeed;
float mult = 1;
if(Keyboard->IsPressed(kbsLeftShift)) mult = d_spectator_fast_move_mul->GetFloat();
if(Keyboard->IsPressed(kbsLeftControl)) mult = d_spectator_slow_move_mul->GetFloat();
if(Keyboard->IsPressed(kbsW)) FPS_Acceleration.Z = fSpeed;
if(Keyboard->IsPressed(kbsS)) FPS_Acceleration.Z = -fSpeed * 0.7f;
if(Keyboard->IsPressed(kbsA)) FPS_Acceleration.X = -fSpeed * 0.7f;
if(Keyboard->IsPressed(kbsD)) FPS_Acceleration.X = fSpeed * 0.7f;
if(Keyboard->IsPressed(kbsQ)) FPS_Position.Y += SRV_WORLD_SCALE(1.0f)* r3dGetFrameTime() * mult;
if(Keyboard->IsPressed(kbsE)) FPS_Position.Y -= SRV_WORLD_SCALE(1.0f)* r3dGetFrameTime() * mult;
if(Gamepad->IsConnected())
{
float RX, RY, TL, TR;
Gamepad->GetLeftThumb(RX, RY);
Gamepad->GetTrigger(TL, TR);
FPS_Acceleration.Z = -RY*r_gamepad_move_speed->GetFloat();
FPS_Acceleration.Z = RY*r_gamepad_move_speed->GetFloat();
FPS_Acceleration.X = -RX*r_gamepad_move_speed->GetFloat();
FPS_Acceleration.X = RX*r_gamepad_move_speed->GetFloat();
FPS_Position.Y += r3dGetFrameTime() * TR * r_gamepad_move_speed->GetFloat();
FPS_Position.Y -= r3dGetFrameTime() * TL * r_gamepad_move_speed->GetFloat();
}
FPS_Position += FPS_vVision * FPS_Acceleration.Z * r3dGetFrameTime() * mult;
FPS_Position += FPS_vRight * FPS_Acceleration.X * r3dGetFrameTime() *mult;
return;
}
[COLOR=#ff0000]}[/COLOR]
[COLOR=#ff0000]//#endif[/COLOR]
ProcessPlayerMovement(pl, false);
}
need edit this
Original:
Code:REG_VAR( d_mouse_window_lock, false, 0 ); // should I restrict mouse at window client area? #ifndef FINAL_BUILD REG_VAR( d_show_muzzle, 0, 0 );
modified:
Code:REG_VAR( d_mouse_window_lock, false, 0 ); // should I restrict mouse at window client area? //#ifndef FINAL_BUILD REG_VAR( d_show_muzzle, 0, 0 );
and this
Original:
Code:REG_VAR( d_allow_musictriggerarea, 0, 0); #endif // FINAL BUILD
modified:
put the // on this lines and fixedCode:REG_VAR( d_allow_musictriggerarea, 0, 0); //#endif // FINAL BUILD
Do not forget to thank me =)
Credits: Mateuus (Undead Brasil)
Credits: Mateuus (Undead Brasil)
Last edited: