Swarm ThirdPersonView

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Third Person View from this Tutorial

How to Create a Third Person View in a Alien Swarm Modification.

See Swarm SDK Create a Mod first.

Code:

Changing asw_controls

Open this file:

src\game\shared\swarm\asw_player_shared.cpp

First we change the value "1" to "0" in asw_controls otherwise the angle of the mouse will be wrong. (NOTICE: the panels and stuff will NOT work anymore, you have to fix that in asw_in_mouse reset and apply functions)

ConVar asw_controls("asw_controls", "1", FCVAR_REPLICATED | FCVAR_CHEAT, "Disable to get normal FPS controls (affects all players on the server)");


Changing the Crosshair to look like a Shooter one.

Open this file:

src\game\client\swarm\vgui\asw_hud_crosshair.cpp

and change the number in this entry to 0

ConVar asw_crosshair_use_perspective("asw_crosshair_use_perspective", "1", FCVAR_CHEAT, "Show the crosshair that has perspective or the old version?");
Fixing the Shootposition
src\game\shared\swarm\asw_marine_shared.cpp

search for

Vector CASW_Marine::Weapon_ShootPosition( )

and replace the whole function with this:

	return EyePosition();
Now we adjust the yaw and pitch code (copy and paste) [big thanks to Rehbock]

Open:

src\game\client\swarm\asw_in_camera.cpp

search for :

	return m_fCurrentCameraPitch;

(its in the float CASWInput::ASW_GetCameraPitch function) replace with this:

	bool bIsThirdPerson = ( ::input->CAM_IsThirdPerson() != 0 );
	if ( bIsThirdPerson )
	{
//function:
		float fPitchMovement;
C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if (pPlayer && pPlayer->GetMarine())
	{
	fPitchMovement = pPlayer->EyeAngles()[PITCH];
			float fRotate = fPitchMovement;
		float fFullRotations = static_cast< int >( fRotate / 360.0f );
		fRotate -= fFullRotations * 360.0f;
				fRotate = AngleNormalize( fRotate );
				return  fRotate ;}
	}

	return m_fCurrentCameraPitch;

now the yaw movement (side) search for :

	return asw_cam_marine_yaw.GetFloat();

(its in the float CASWInput::ASW_GetCamera function) replace with this:

	bool bIsThirdPerson = ( ::input->CAM_IsThirdPerson() != 0 );
	if ( bIsThirdPerson )
	{
	float fYawMovement;
C_ASW_Player *pPlayer = C_ASW_Player::GetLocalASWPlayer();
	if (pPlayer && pPlayer->GetMarine())
				{
	fYawMovement = pPlayer->EyeAngles()[YAW];
			float fRotate = fYawMovement;
		float fFullRotations = static_cast< int >( fRotate / 360.0f );
		fRotate -= fFullRotations * 360.0f;
				fRotate = AngleNormalize( fRotate );
				return  fRotate ;
				}
	}
	return asw_cam_marine_yaw.GetFloat();
To change the distance you can change the value from
ConVar asw_cam_marine_dist( "asw_cam_marine_dist", "412", FCVAR_CHEAT, "Marine Camera: Distance from marine." );

I set it to the value "90" its also important to remove the shift function, just change the value "1" to "0"

ConVar asw_cam_marine_shift_enable( "asw_cam_marine_shift_enable", "0", FCVAR_CHEAT, "Camera shifting enable/disable." ); //default was 1


Thats it :-)

(NOTICE:You just have to fix the Shootpositions in some weapons!)


Updated Code:

- First change asw_controls back to 1 - Now open up asw_in_mouse.cpp (clientside)

asw_in_mouse.cpp

search for

void CASWInput::ResetMouse( void )
{

replace the whole function with this

		int x, y;

	if (MarineDidPrice() || !asw_controls.GetBool())
	{		
		GetMousePos( x, y );	// asw instead of GetWindowCenter, so mouse doesn't move 
		SetMousePos( x, y );   //asw by price
	}
	else
	{
	GetWindowCenter( x,  y );
	SetMousePos( x, y );
	}

go on and search for

ApplyMouse( void )
{

replace the whole function with this

		int current_posx, current_posy;	
		GetMousePos(current_posx, current_posy);

	if ( ASWInput()->ControllerModeActive() )
		return;
//by price
	if (MarineDidPrice() || !asw_controls.GetBool())
	{		
				TurnTowardMouse( viewangles, cmd );
		// force the mouse to the center, so there's room to move
		ResetMouse();
		SetMousePos( current_posx, current_posy );	// asw - swarm wants it unmoved (have to reset to stop buttons locking)
	}

	CInput::ApplyMouse( nSlot, viewangles, cmd, mouse_x, mouse_y );

		// force the mouse to the center, so there's room to move
		ResetMouse();

Save and now search for asw_input.cpp (clientside)

asw_input.cpp

Search for

bool MarineControllingTurret()

below that function add this:

//price IsHacking

bool MarineDidPrice()
//by price
{
	C_ASW_Player* pPlayer = C_ASW_Player::GetLocalASWPlayer();
	return (pPlayer && pPlayer->GetMarine() && pPlayer->GetMarine()->IsHacking());
}

now open the header and add this :

bool MarineDidPrice();//by price

The last part is to comment out every command of the walking in

src\game\shared\swarm\asw_marine_gamemovement.cpp

Example (9 functions have to comment out):

	if ( asw_controls.GetInt() == 1 )
		AngleVectors( ASWGameRules()->GetTopDownMovementAxis(), &forward ); 
	else

More information