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Ensure HUD doesn't fly around with snap turns
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92f775e50e
commit
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3 changed files with 22 additions and 5 deletions
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@ -1063,6 +1063,11 @@ void idGameLocal::EvaluateVRMoveMode(idVec3 &viewangles, usercmd_t &cmd, int but
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//GB - Include Dr. Beefs SnapTurn
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if ( snapTurn != 0.0 && (commonVr->Sys_Milliseconds() - commonVr->lastComfortTime >= vr_comfortRepeat.GetInteger() || vr_turnmode.GetInteger() == 1) )
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{
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idPlayer *player = GetLocalPlayer();
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if (player != nullptr) {
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player->resetHUDYaw = true;
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}
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viewangles[YAW] += snapTurn;
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commonVr->lastComfortTime = commonVr->Sys_Milliseconds();
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}
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@ -3909,13 +3909,20 @@ void idPlayer::UpdateVrHud()
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hudPitch = vr_hudType.GetInteger() == VR_HUD_LOOK_DOWN ? vr_hudPosAngle.GetFloat() : 10.0f;
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//Fixed HUD, but make it take a short time to catch up with the player's yaw
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static float yaw_x = 0.0f;
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static float yaw_y = 1.0f;
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yaw_x = 0.97f * yaw_x + 0.03f * cosf(DEG2RAD(viewAngles.yaw));
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yaw_y = 0.97f * yaw_y + 0.03f * sinf(DEG2RAD(viewAngles.yaw));
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if (resetHUDYaw)
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{
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hud_yaw_x = cosf(DEG2RAD(viewAngles.yaw));
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hud_yaw_y = sinf(DEG2RAD(viewAngles.yaw));
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resetHUDYaw = false;
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}
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else
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{
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hud_yaw_x = 0.97f * hud_yaw_x + 0.03f * cosf(DEG2RAD(viewAngles.yaw));
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hud_yaw_y = 0.97f * hud_yaw_y + 0.03f * sinf(DEG2RAD(viewAngles.yaw));
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}
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GetViewPos( hudOrigin, hudAxis );
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hudAxis = idAngles( 10.0f, RAD2DEG(atan2(yaw_y, yaw_x)), 0.0f ).ToMat3();
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hudAxis = idAngles( 10.0f, RAD2DEG(atan2(hud_yaw_y, hud_yaw_x)), 0.0f ).ToMat3();
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hudOrigin += hudAxis[0] * 24.0f;
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hudOrigin.z += 4.0f;
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hudOrigin += hudAxis[1] * -8.5f;
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@ -467,6 +467,11 @@ public:
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qhandle_t hudHandle;
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bool hudActive;
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bool resetHUDYaw;
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float hud_yaw_x = 0.0f;
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float hud_yaw_y = 0.0f;
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const idDeclSkin* skinCrosshairDot;
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const idDeclSkin* skinCrosshairCircleDot;
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const idDeclSkin* skinCrosshairCross;
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