Code:
void CAFreeLook::DoCameraCalculations (const csTicks elapsedTicks,
const csVector3& actor_pos, const csVector3& actor_eye,
const float actor_yrot)
{
parent->SetTarget (actor_eye);
parent->EnsureCameraDistance ();
parent->CalculatePositionFromYawPitchRoll ();
}
const csVector3& actor_pos, const csVector3& actor_eye,
const float actor_yrot)
{
parent->SetTarget (actor_eye);
parent->EnsureCameraDistance ();
parent->CalculatePositionFromYawPitchRoll ();
}
By commenting out some line you can unlink Camera Yaw from the player in other modes as well
Code:
void CAThirdPerson::DoCameraCalculations (const csTicks elapsedTicks,
const csVector3& actor_pos, const csVector3& actor_eye,
const float actor_yrot)
{
parent->SetTarget (actor_eye);
// Comment out line below
// parent->SetYaw (actor_yrot);
parent->CalculatePositionFromYawPitchRoll ();
}
const csVector3& actor_pos, const csVector3& actor_eye,
const float actor_yrot)
{
parent->SetTarget (actor_eye);
// Comment out line below
// parent->SetYaw (actor_yrot);
parent->CalculatePositionFromYawPitchRoll ();
}
so this parent->SetYaw (actor_yrot); connects the camera with the player mesh why MoveYaw doesn't work on all modes
(all things referring to cel/plugins/propclass/defcam/defcam.cpp)






