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icon_project.png UFO: Alien Invasion / Open Bug report #2984 Camera pan not synced to shot
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mattn (@tlh2000) has been working on this issue since January 28, 2013 (20:47)
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Open
  • Priority
    3. Normal
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Description
[http://sourceforge.net/p/ufoai/bugs/2984 Item 2984] imported from sourceforge.net tracker on 2013-01-28 19:54:51

21st august dev build win 32
The camera-pan for alien shooting doesn't follow the bullet - it preceeds it by about half a second.
===== Comments Ported from Sourceforge =====

====== mcr2010 (2012-05-09 12:16:38) ======

diff file cl_camera.cpp
====== mcr2010 (2012-05-09 12:17:52) ======

The fix is a one-line fix simplay removing CL_BlockBattlescapeEvents(qtrue); from the function as this is what caused the delay...
====== mcr2010 (2012-05-09 12:19:34) ======

The function CL_CameraRoute is just used for one case: enemy shoots at you and camera-centering is enabled.
The problem was that the camera move was done first, while the action on the battlefield was put on hold. After the cameramove was finished, the action could go on.
This resulted in the unneeded delay.
====== mcr2010 (2012-05-09 12:22:56) ======

It is not perfect though as the camera speed solely depends on the user setting.
In this case it should check the speed of the weapon's bullets and adjust speed according to this value.
In this case we have to also consider to take the current zoom into account, because higher zoom would need higher camera speed also.
Also some weapons do not fire bullets like lasers for example, so for those weapons a max-speed of the camera should also be defined...
====== alextishin (2012-08-02 20:43:59) ======

IHMO, best solution could be an addition of new camera move mode: "lock". It should simply follow given particle or model until it expires. Without speed/acceleration limitations.
The rest will be trivial then.
====== alextishin (2012-08-02 20:49:46) ======

CL_ActorDoShoot->LE_AddProjectile call seems like a good place to add a camera lock
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