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class DayZSpectator : Camera |
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{ |
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private float m_SpeedMultiplier = 1.0; |
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private float m_SendUpdateAcc = 0.0; |
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void DayZSpectator() |
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{ |
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SetEventMask(EntityEvent.FRAME); |
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} |
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override void EOnFrame(IEntity other, float timeSlice) |
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{ |
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if (GetUApi().GetInputByID(UACarShiftGearUp).LocalPress()) |
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m_SpeedMultiplier = m_SpeedMultiplier + 2; |
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if (GetUApi().GetInputByID(UACarShiftGearDown).LocalPress()) |
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m_SpeedMultiplier = m_SpeedMultiplier - 2; |
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float speed = 5.0 * m_SpeedMultiplier; |
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if (GetUApi().GetInputByID(UATurbo).LocalValue()) |
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speed *= 2; |
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float forward = GetUApi().GetInputByID(UAMoveForward).LocalValue() - GetUApi().GetInputByID(UAMoveBack).LocalValue(); |
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float strafe = GetUApi().GetInputByID(UAMoveRight).LocalValue() - GetUApi().GetInputByID(UAMoveLeft).LocalValue(); |
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vector direction = GetDirection(); |
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vector directionAside = vector.Up * direction; |
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vector oldPos = GetPosition(); |
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vector forwardChange = forward * timeSlice * direction * speed; |
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vector strafeChange = strafe * timeSlice * directionAside * speed; |
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vector newPos = oldPos + forwardChange + strafeChange; |
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float yMin = GetGame().SurfaceRoadY(newPos[0], newPos[2]); |
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if (newPos[1] < yMin) |
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newPos[1] = yMin; |
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SetPosition(newPos); |
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float yawDiff = GetUApi().GetInputByID(UAAimLeft).LocalValue() - GetUApi().GetInputByID(UAAimRight).LocalValue(); |
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float pitchDiff = GetUApi().GetInputByID(UAAimDown).LocalValue() - GetUApi().GetInputByID(UAAimUp).LocalValue(); |
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vector oldOrient = GetOrientation(); |
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vector newOrient = oldOrient; |
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newOrient[0] = newOrient[0] - Math.RAD2DEG * yawDiff * timeSlice; |
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newOrient[1] = newOrient[1] - Math.RAD2DEG * pitchDiff * timeSlice; |
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if (newOrient[1] < -89) |
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newOrient[1] = -89; |
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if (newOrient[1] > 89) |
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newOrient[1] = 89; |
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SetOrientation(newOrient); |
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if (m_SendUpdateAcc > 0.5) |
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{ |
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GetGame().UpdateSpectatorPosition(newPos); |
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m_SendUpdateAcc = 0; |
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} |
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m_SendUpdateAcc = m_SendUpdateAcc + timeSlice; |
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} |
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}; |