- v3_muladds( player->cam_land_punch_v, F, vg.time_frame_delta,
- player->cam_land_punch_v );
- v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
-
- /* override camera */
- player->cam.angles[0] =
- vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
- player->cam_override_strength );
- player->cam.angles[1] =
- vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
- player->cam_override_strength );
- v3_lerp( player->cam.pos, player->cam_override_pos,
- player->cam_override_strength, player->cam.pos );
- player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov,
- player->cam_override_strength );
-
-
- if( cl_cinema >= 0.0001f ){
- ent_camera *cam = NULL;
- f32 min_dist = cl_cinema;
-
- world_instance *world = player->viewable_world;
- for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
- ent_camera *c = mdl_arritm(&world->ent_camera,i);
-
- f32 dist = v3_dist( c->transform.co, player->rb.co );
-
- if( dist < min_dist ){
- min_dist = dist;
- cam = c;
- }
- }
-
- if( cam ){
- player->cam.fov = cam->fov;
- v3_copy( cam->transform.co, player->cam.pos );
- v3f v0;
- if( cl_cinema_fixed )
- mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
- else v3_sub( player->rb.co, cam->transform.co, v0 );
- m3x3_mulv( player->invbasis, v0, v0 );
- player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f );
- }
- }