GsRVIEW2 tankviews[16]; void init_views(void) { // viewpoint 0 - above and behind the tank tankviews[0].vpx = 0; tankviews[0].vpy = -150; tankviews[0].vpz = -500; tankviews[0].vrx = 0; tankviews[0].vry = -75; tankviews[0].vrz = 0; tankviews[0].rz = 0; tankviews[0].super = BTanks[0].coord2; // viewpoint 1 - cockpit view tankviews[1].vpx = 0; tankviews[1].vpy = -50; tankviews[1].vpz = 0; tankviews[1].vrx = 0; tankviews[1].vry = -50; tankviews[1].vrz = 100; tankviews[1].rz = 0; tankviews[1].super = BTanks[0].coord2; // viewpoint 2 - above the map, centred on the middle of play area tankviews[2].vpx = 4096; tankviews[2].vpy = -13000; tankviews[2].vpz = 2048; tankviews[2].vrx = 4096; tankviews[2].vry = 0; tankviews[2].vrz = 2048; tankviews[2].rz = 0; tankviews[2].super = Tiles[0].coord2; // viewpoint 3 - umpire view (tm) tankviews[3].vpx = -4096; tankviews[3].vpy = -2000; tankviews[3].vpz = 2048; tankviews[3].vrx = 4096; tankviews[3].vry = 0; tankviews[3].vrz = 2048; tankviews[3].rz = 0; tankviews[3].super = Tiles[0].coord2; // Viewpoint 4 - above and behind missile tankviews[4].vpx = 0; tankviews[4].vpy = -50; tankviews[4].vpz = -300; tankviews[4].vrx = 0; tankviews[4].vry = -25; tankviews[4].vrz = 100; tankviews[4].rz = 0; tankviews[4].super = Bullets[0].coord2; // Viewpoint 5 - missile view tankviews[5].vpx = 0; tankviews[5].vpy = 0; tankviews[5].vpz = 0; tankviews[5].vrx = 0; tankviews[5].vry = 0; tankviews[5].vrz = 100; tankviews[5].rz = 0; tankviews[5].super = Bullets[0].coord2; // same again for the red tank // viewpoint 0 - above and behind the tank tankviews[8].vpx = 0; tankviews[8].vpy = -150; tankviews[8].vpz = -500; tankviews[8].vrx = 0; tankviews[8].vry = -75; tankviews[8].vrz = 0; tankviews[8].rz = 0; tankviews[8].super = BTanks[1].coord2; // viewpoint 1 - cockpit view tankviews[9].vpx = 0; tankviews[9].vpy = -50; tankviews[9].vpz = 0; tankviews[9].vrx = 0; tankviews[9].vry = -50; tankviews[9].vrz = 100; tankviews[9].rz = 0; tankviews[9].super = BTanks[1].coord2; // viewpoint 2 - above the map, centred on the middle of play area tankviews[10].vpx = 4096; tankviews[10].vpy = -13000; tankviews[10].vpz = 2048; tankviews[10].vrx = 4096; tankviews[10].vry = 0; tankviews[10].vrz = 2048; tankviews[10].rz = 0; tankviews[10].super = Tiles[0].coord2; // viewpoint 3 - umpire view (tm) tankviews[11].vpx = -4096; tankviews[11].vpy = -2000; tankviews[11].vpz = 2048; tankviews[11].vrx = 4096; tankviews[11].vry = 0; tankviews[11].vrz = 2048; tankviews[11].rz = 0; tankviews[11].super = Tiles[0].coord2; // Viewpoint 4 - above and behind missile tankviews[12].vpx = 0; tankviews[12].vpy = -50; tankviews[12].vpz = -300; tankviews[12].vrx = 0; tankviews[12].vry = -25; tankviews[12].vrz = 100; tankviews[12].rz = 0; tankviews[12].super = Bullets[1].coord2; // Viewpoint 5 - missile view tankviews[13].vpx = 0; tankviews[13].vpy = 0; tankviews[13].vpz = 0; tankviews[13].vrx = 0; tankviews[13].vry = 0; tankviews[13].vrz = 100; tankviews[13].rz = 0; tankviews[13].super = Bullets[1].coord2; }