doom3quest/Projects/Android/jni/Doom3Quest/VrClientInfo.h

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#if !defined(vr_client_info_h)
#define vr_client_info_h
#define NUM_WEAPON_SAMPLES 10
#define WEAPON_RECOIL 15.0f;
#ifdef __cplusplus
extern "C" {
#endif
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typedef float vec3_t[3];
typedef struct {
bool screen;
float fov;
bool weapon_stabilised;
bool right_handed;
bool player_moving;
bool visible_hud;
bool dualwield;
int weaponid;
int lastweaponid;
int holsteritemactive; //0 - nothing, 1 - flashlight
bool laserSightActive;
vec3_t hmdposition;
vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
vec3_t hmdposition_delta;
vec3_t hmdorientation;
vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
vec3_t hmdorientation_delta;
vec3_t weaponangles_unadjusted;
vec3_t weaponangles;
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta;
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vec3_t flashlightHolsterOffset; // Where the flashlight can be picked up from
vec3_t current_weaponoffset;
vec3_t calculated_weaponoffset;
float current_weaponoffset_timestamp;
vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
bool pistol; // True if the weapon is a pistol
bool velocitytriggered; // Weapon attack triggered by velocity (knife)
vec3_t offhandangles;
vec3_t offhandoffset;
//
// Teleport Stuff
//
bool teleportenabled;
bool teleportseek; // player looking to teleport
bool teleportready; // player pointing to a valid teleport location
vec3_t teleportdest; // teleport destination
bool teleportexecute; // execute the teleport
//////////////////////////////////////
// Test stuff for weapon alignment
//////////////////////////////////////
char test_name[256];
float test_scale;
vec3_t test_angles;
vec3_t test_offset;
} vrClientInfo;
extern vrClientInfo *pVRClientInfo;
#ifdef __cplusplus
}
#endif
#endif //vr_client_info_h