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