Alright, I've figured out where I need to modify the code to make the camera do what I want, but I'm a bit confused.
When dealing with angles in quake (lets assume a 360-degree scale for reasonability here, not quake's 256-degree scale due to 8-bit constraints)
Does a 0-degree pitch mean facing directly forward, up, or down? Which direction is straight down? Is it 90 degrees or is it 270 degrees?
Does 0-degree yaw refer to north-up (equivalent to a vec3_t {0,1,0} ) or does it refer to where the player is facing? Do degrees increment to the right or left? (If I am facing 0-degrees, is 90-degrees to my right or left?)
Does a 0-degree roll refer to horizontal or vertical? If horizontal, is it right-way-up or upside-down? If vertical, is it right-side-down or left-side-down?
Thanks,
LANS