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True Third Person Camera (Campaign and Co op only) - #342

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jcompto95-tech:third-person

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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.

…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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