#include "game.h" #include "util.h" //----------------------------------------------------------- void CCamera::SetBehindPlayer() { ScriptCommand(&lock_camera_position, 0); ScriptCommand(&restore_camera_to_user_defined); field_0 = 0; ScriptCommand(&set_camera_behind_player); ScriptCommand(&restore_camera_jumpcut); } //----------------------------------------------------------- void CCamera::SetPosition(float fX, float fY, float fZ, float fRotationX, float fRotationY, float fRotationZ) { ScriptCommand(&restore_camera_to_user_defined); field_0 = 0; ScriptCommand(&set_camera_position,fX,fY,fZ,fRotationX,fRotationY,fRotationZ); } //----------------------------------------------------------- void CCamera::LookAtPoint(float fX, float fY, float fZ, int iType) { ScriptCommand(&restore_camera_to_user_defined); field_0 = 0; ScriptCommand(&point_camera,fX,fY,fZ,iType); } //----------------------------------------------------------- void CCamera::Restore() { field_0 = 0; ScriptCommand(&restore_camera_jumpcut); } //----------------------------------------------------------- void CCamera::Fade(int iInOut) { ScriptCommand(&fade,500,iInOut); } //----------------------------------------------------------- void CCamera::GetMatrix(PMATRIX4X4 Matrix) { Matrix->right.X = m_matPos->right.X; Matrix->right.Y = m_matPos->right.Y; Matrix->right.Z = m_matPos->right.Z; Matrix->up.X = m_matPos->up.X; Matrix->up.Y = m_matPos->up.Y; Matrix->up.Z = m_matPos->up.Z; Matrix->at.X = m_matPos->at.X; Matrix->at.Y = m_matPos->at.Y; Matrix->at.Z = m_matPos->at.Z; Matrix->pos.X = m_matPos->pos.X; Matrix->pos.Y = m_matPos->pos.Y; Matrix->pos.Z = m_matPos->pos.Z; } //----------------------------------------------------------- void CCamera::SetMatrix(MATRIX4X4 Matrix) { m_matPos->right.X = Matrix.right.X; m_matPos->right.Y = Matrix.right.Y; m_matPos->right.Z = Matrix.right.Z; m_matPos->up.X = Matrix.up.X; m_matPos->up.Y = Matrix.up.Y; m_matPos->up.Z = Matrix.up.Z; m_matPos->at.X = Matrix.at.X; m_matPos->at.Y = Matrix.at.Y; m_matPos->at.Z = Matrix.at.Z; m_matPos->pos.X = Matrix.pos.X; m_matPos->pos.Y = Matrix.pos.Y; m_matPos->pos.Z = Matrix.pos.Z; } //-----------------------------------------------------------