2020-09-08 22:10:45 +00:00
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#if !defined(vr_client_info_h)
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#define vr_client_info_h
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2020-09-20 21:56:36 +00:00
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#define NUM_WEAPON_SAMPLES 18
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#define OLDER_READING (NUM_WEAPON_SAMPLES-1)
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#define NEWER_READING (NUM_WEAPON_SAMPLES-5)
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2020-09-08 22:10:45 +00:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2020-09-09 22:16:24 +00:00
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typedef float vec3_t[3];
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2020-09-08 22:10:45 +00:00
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typedef struct {
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bool screen;
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float fov;
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bool weapon_stabilised;
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bool right_handed;
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bool player_moving;
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bool visible_hud;
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bool dualwield;
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int weaponid;
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int lastweaponid;
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2020-09-17 21:46:48 +00:00
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int holsteritemactive; //0 - nothing, 1 - flashlight
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2020-09-19 21:30:26 +00:00
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bool laserSightActive;
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2020-09-08 22:10:45 +00:00
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vec3_t hmdposition;
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vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
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vec3_t hmdposition_delta;
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vec3_t hmdorientation;
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vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
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vec3_t hmdorientation_delta;
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2020-09-15 23:02:29 +00:00
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vec3_t weaponangles_unadjusted;
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2020-09-08 22:10:45 +00:00
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vec3_t weaponangles;
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vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
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vec3_t weaponangles_delta;
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2020-09-18 22:34:27 +00:00
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vec3_t flashlightHolsterOffset; // Where the flashlight can be picked up from
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2020-09-17 22:50:54 +00:00
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2020-09-08 22:10:45 +00:00
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vec3_t current_weaponoffset;
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vec3_t calculated_weaponoffset;
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float current_weaponoffset_timestamp;
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vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
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float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
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2020-09-20 21:56:36 +00:00
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vec3_t throw_origin;
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vec3_t throw_trajectory;
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float throw_power;
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2020-09-08 22:10:45 +00:00
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bool pistol; // True if the weapon is a pistol
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bool velocitytriggered; // Weapon attack triggered by velocity (knife)
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vec3_t offhandangles;
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vec3_t offhandoffset;
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//
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// Teleport Stuff
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//
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bool teleportenabled;
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bool teleportseek; // player looking to teleport
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bool teleportready; // player pointing to a valid teleport location
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vec3_t teleportdest; // teleport destination
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bool teleportexecute; // execute the teleport
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//////////////////////////////////////
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// Test stuff for weapon alignment
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//////////////////////////////////////
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char test_name[256];
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float test_scale;
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vec3_t test_angles;
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vec3_t test_offset;
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2020-09-15 23:02:29 +00:00
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} vrClientInfo;
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2020-09-08 22:10:45 +00:00
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2020-09-15 23:02:29 +00:00
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extern vrClientInfo *pVRClientInfo;
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2020-09-08 22:10:45 +00:00
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#ifdef __cplusplus
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}
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#endif
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#endif //vr_client_info_h
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