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True Third Person Camera (Campaign and Co op only) - #342
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…t for free look) controls.third_person (keypad enter) turns a third-person camera on and off for the first local player, on foot, in a campaign or co-op; never in multiplayer (no game engine running). The camera sits behind the head, a little right and up, and looks where the player looks; the wheel brings it nearer or further (0.25 to 1.2 world units) and switches no weapon while it is on. Held, controls.free_look (alt) keeps the player's facing and aim and turns the camera alone, the head turning to it; let go, the player turns to the camera. A zoomed scope is first person at once. Vehicles, death and cutscenes keep the game's cameras. The director takes it as perspective 1 (the body drawn, no first-person weapon). Nothing new crosses the network: in co-op the player's facing is sent as before, so the network version is unchanged. Both bindings are in Controls Setup > Actions (CONTROL_ROWS 8; the controls screen written again with tools/port_settings.py). Checked: the changed files compile for the Linux build; the menus' controls names agree (test_menu_settings_exist). Played in a campaign on Windows. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtk9vPUKbWd48oBMzXuzd
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Demonstration here: https://www.youtube.com/watch?v=y0mlnjfOej0
Adds a toggle for third person view. Holding alt by default allows you to rotate the camera 360 degrees while still moving foward. Both key binds for these functions are added to Actions.