Context
In \src/argus_cam.qc, the ArgusCam spectator system provides 6 camera modalities (first-person, third-person chase, orbital, fly-by, overhead crane, and auto-director) with 5-ray anti-clip protection and HUD telemetry rendering.
Problem
The current auto-director selects subjects reactively: it switches to a player when damage occurs or a death event fires. This means rapid mid-air rocket direct hits, telefrags, or powerup duels are often framed late or cut away right as the climax occurs.
Proposed enhancement
- Predictive Highlight Engine (\src/argus_cam.qc):
- Evaluate engagement intensity 1-2 seconds ahead:
- Active Projectile Interception: Trace active rocket/grenade flight vectors and velocities relative to player bounding boxes to predict imminent high-damage direct hits.
- Powerup Clashes: Monitor converging player paths toward contested Quad/Pentagram spawns.
- Telefrag Opportunities: Detect when an enemy is pursuing a target within 100u of an active teleporter trigger.
- Cinematic Camera Choreography:
- Smooth Fly-By Rail Interp: Dynamically place camera rails along corridor ceilings looking down into the anticipated explosion epicentre.
- Duel Orbit & Split Framing: For close-range 1v1 rocket/LG duels, place the camera at the perpendicular bisector of both players to capture both combatants in the same frame.
- Post-Kill Focus: Linger on the victorious player and the victim's falling momentum for 1.2 s before cutting to the next high-tension engagement.
Verification
- Run a 4-bot match on \dm4\ with \�rgus-mcp client impulse 210\ (spectator camera).
- Verify that camera cuts anticipate frags before impact rather than reacting post-death.
- Confirm smooth anti-clip transitions without geometry clipping or disorienting frame cuts.
Context
In \src/argus_cam.qc, the ArgusCam spectator system provides 6 camera modalities (first-person, third-person chase, orbital, fly-by, overhead crane, and auto-director) with 5-ray anti-clip protection and HUD telemetry rendering.
Problem
The current auto-director selects subjects reactively: it switches to a player when damage occurs or a death event fires. This means rapid mid-air rocket direct hits, telefrags, or powerup duels are often framed late or cut away right as the climax occurs.
Proposed enhancement
Verification