mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2025-01-31 09:40:33 +00:00
Multiple Fixes..
- Improved scaling using correct scaling value - Better placed PDA for use - Slightly bigger enemy / human heads - Two Handed Weapons!! - Don't auto switch weapon on pickup
This commit is contained in:
parent
344e03164b
commit
2054a7c390
11 changed files with 81 additions and 61 deletions
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@ -16,6 +16,7 @@ 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 oneHandOnly;
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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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@ -62,8 +63,6 @@ typedef struct {
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vec3_t throw_trajectory;
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float throw_power;
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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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bool velocitytriggeredoffhand; // Weapon attack triggered by velocity (puncher)
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bool velocitytriggeredoffhandstate; // Weapon attack triggered by velocity (puncher)
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@ -226,7 +226,7 @@ void HandleInput_Default( int controlscheme, int switchsticks, ovrInputStateGame
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//Turn on weapon stabilisation?
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bool stabilised = false;
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if (!pVRClientInfo->pistol && // Don't stabilise pistols
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if (!pVRClientInfo->oneHandOnly && // Don't stabilise pistols
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(pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE))
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{
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stabilised = true;
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@ -482,6 +482,7 @@ void HandleInput_Default( int controlscheme, int switchsticks, ovrInputStateGame
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(offhandButtonsNew & ovrButton_Joystick)) {
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#ifdef DEBUG
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//Android_SetCommand("give all");
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if(give_weapon_count == 1){
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Android_SetCommand("give weapon_pistol");
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give_weapon_count = give_weapon_count + 1;
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@ -464,10 +464,10 @@ void idAFAttachment::Think( void ) {
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idAfAttachment::GetPhysicsToVisualTransform
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================
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*/
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idCVar vr_chibi("vr_chibi", "1.0", CVAR_FLOAT | CVAR_ARCHIVE, "changes the size of human heads.");
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idCVar vr_headScale("vr_headScale", "1.085", CVAR_FLOAT | CVAR_ARCHIVE, "changes the size of human heads.");
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bool idAFAttachment::GetPhysicsToVisualTransform( idVec3& origin, idMat3& axis )
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{
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const float scale = vr_chibi.GetFloat();
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const float scale = vr_headScale.GetFloat();
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if( scale > 0.f && scale != 1.0f )
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{
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static const idVec3 offset( -1.8f, 0, -8.f);
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@ -3871,7 +3871,7 @@ void idPlayer::UpdateVrHud()
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idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0);
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offpos *= a.ToMat3();
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offpos *= vr_worldscale.GetFloat();
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offpos *= ((100.0f / 2.54f) * vr_scale.GetFloat());
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{
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hudOrigin = viewOrigin + offpos;
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@ -11534,7 +11534,7 @@ void idPlayer::UpdateFlashlightHolster()
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idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0);
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holsterOffset *= a.ToMat3();
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holsterOffset *= vr_worldscale.GetFloat();
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holsterOffset *= ((100.0f / 2.54f) * vr_scale.GetFloat());
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flashlightRenderEntity.origin = firstPersonViewOrigin + holsterOffset;
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flashlightRenderEntity.entityNum = ENTITYNUM_NONE;
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@ -11599,14 +11599,16 @@ void idPlayer::Think( void ) {
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else {
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pVRClientInfo->weaponid = -1;
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}
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cvarSystem->SetCVarBool("vr_weapon_stabilised", pVRClientInfo->weapon_stabilised);
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int _currentWeapon = GetCurrentWeaponId();
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if(_currentWeapon == WEAPON_FLASHLIGHT || _currentWeapon == WEAPON_FISTS)
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pVRClientInfo->velocitytriggered = true;
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else
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pVRClientInfo->velocitytriggered = false;
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pVRClientInfo->velocitytriggeredoffhand = true;
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pVRClientInfo->pistol = GetCurrentWeaponId() == WEAPON_PISTOL;
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pVRClientInfo->oneHandOnly = (_currentWeapon == WEAPON_FISTS) ||
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(_currentWeapon == weapon_handgrenade);
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}
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// clear the ik before we do anything else so the skeleton doesn't get updated twice
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@ -13165,7 +13167,7 @@ void idPlayer::CalculateViewWeaponPos( int hand, idVec3& origin, idMat3& axis )
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idAngles a(0, viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0);
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gunpos *= a.ToMat3();
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gunpos *= cvarSystem->GetCVarFloat( "vr_worldscale" );
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gunpos *= ((100.0f / 2.54f) * vr_scale.GetFloat());
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if (GetCurrentWeaponId( == WEAPON_FLASHLIGHT) // Flashlight adjustment
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{
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@ -13386,8 +13388,11 @@ void idPlayer::CalculateViewWeaponPosVR( int hand, idVec3 &origin, idMat3 &axis
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commonVr->MotionControlGetHand( hand, hands[ hand ].motionPosition, hands[ hand ].motionRotation );
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weaponPitch = idAngles( vr_motionWeaponPitchAdj.GetFloat(), 0.0f, 0.0f ).ToQuat();
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hands[ hand ].motionRotation = weaponPitch * hands[ hand ].motionRotation;
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if (!pVRClientInfo->weapon_stabilised)
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{
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weaponPitch = idAngles( vr_motionWeaponPitchAdj.GetFloat(), 0.0f, 0.0f ).ToQuat();
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hands[hand].motionRotation = weaponPitch * hands[hand].motionRotation;
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}
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GetViewPos( weapOrigin, weapAxis );
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@ -13659,6 +13664,10 @@ void idPlayer::CalculateViewFlashlightPos( idVec3 &origin, idMat3 &axis, idVec3
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axis = idAngles( 0.0, viewAngles.yaw - commonVr->bodyYawOffset, 0.0f ).ToMat3();
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int flashlightMode = commonVr->GetCurrentFlashlightMode();
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if (pVRClientInfo->weapon_stabilised && flashlightMode == FLASHLIGHT_HAND )
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{
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flashlightMode = FLASHLIGHT_GUN;
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}
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setLeftHand = false;
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//move the flashlight to alternate location for items with no mount
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@ -13942,7 +13951,7 @@ idVec3 idPlayer::GetEyePosition( void ) const {
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if (pVRClientInfo)
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{
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float eyeHeight = 0;
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float vrEyeHeight = (-(pVRClientInfo->hmdposition[1] + vr_heightoffset.GetFloat()) * vr_worldscale.GetFloat());
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float vrEyeHeight = (-(pVRClientInfo->hmdposition[1] + vr_heightoffset.GetFloat()) * ((100.0f / 2.54f) * vr_scale.GetFloat()));
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//Add special handling for physical crouching at some point
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if (physicsObj.IsCrouching() && PHYSICAL_CROUCH) {
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@ -135,19 +135,15 @@ idCVar vr_jumpBounce( "vr_jumpBounce", "0", CVAR_FLOAT | CVAR_ARCHIVE | CVAR_GAM
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idCVar vr_stepSmooth( "vr_stepSmooth", "1", CVAR_FLOAT | CVAR_ARCHIVE | CVAR_GAME, "Enable smoothing when climbing stairs. 0 = Disabled, 1 = Full", 0.0f, 1.0f ); // Carl
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//Added to menu - needs testing
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idCVar vr_walkSpeedAdjust( "vr_walkSpeedAdjust", "-20", CVAR_FLOAT | CVAR_ARCHIVE, "Player walk speed adjustment in VR. (slow down default movement)" );
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idCVar vr_walkSpeedAdjust( "vr_walkSpeedAdjust", "0", CVAR_FLOAT | CVAR_ARCHIVE, "Player walk speed adjustment in VR. (slow down default movement)" );
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//What is this??
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idCVar vr_headbbox( "vr_headbbox", "10.0", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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//idCVar vr_pdaPosX( "vr_pdaPosX", "20", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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//idCVar vr_pdaPosY( "vr_pdaPosY", "0", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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//idCVar vr_pdaPosZ( "vr_pdaPosZ", "-11", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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//GB I've re-used this for both fixed position and hand. Check fixed and if worth keeping separate the two
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idCVar vr_pdaPosX( "vr_pdaPosX", "-0.5", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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idCVar vr_pdaPosY( "vr_pdaPosY", "0", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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idCVar vr_pdaPosZ( "vr_pdaPosZ", "3.0", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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idCVar vr_pdaPosX( "vr_pdaPosX", "6.0", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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idCVar vr_pdaPosY( "vr_pdaPosY", "4.0", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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idCVar vr_pdaPosZ( "vr_pdaPosZ", "5.0", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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idCVar vr_pdaPitch( "vr_pdaPitch", "30", CVAR_FLOAT | CVAR_ARCHIVE, "" );
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idCVar vr_comfortRepeat( "vr_comfortRepeat", "100", CVAR_ARCHIVE | CVAR_INTEGER, "Delay in MS between repeating comfort snap turns." );
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@ -621,10 +617,20 @@ void iVr::HMDGetOrientation( idAngles &hmdAngles, idVec3 &headPositionDelta, idV
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}
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//GB Get all hand poses
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idVec3 _lhandPosition = idVec3(pVRClientInfo->lhandposition[0],pVRClientInfo->lhandposition[1],pVRClientInfo->lhandposition[2]);
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idQuat _lhandOrientation = idQuat(pVRClientInfo->lhand_orientation_quat[0],pVRClientInfo->lhand_orientation_quat[1],pVRClientInfo->lhand_orientation_quat[2],pVRClientInfo->lhand_orientation_quat[3]);
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idVec3 _rhandPosition = idVec3(pVRClientInfo->rhandposition[0],pVRClientInfo->rhandposition[1],pVRClientInfo->rhandposition[2]);
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idQuat _rhandOrientation = idQuat(pVRClientInfo->rhand_orientation_quat[0],pVRClientInfo->rhand_orientation_quat[1],pVRClientInfo->rhand_orientation_quat[2],pVRClientInfo->rhand_orientation_quat[3]);
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idVec3 _lhandPosition = idVec3(pVRClientInfo->lhandposition[0],
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pVRClientInfo->lhandposition[1],
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pVRClientInfo->lhandposition[2]);
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idQuat _lhandOrientation = idQuat(pVRClientInfo->lhand_orientation_quat[0],
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pVRClientInfo->lhand_orientation_quat[1],
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pVRClientInfo->lhand_orientation_quat[2],
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pVRClientInfo->lhand_orientation_quat[3]);
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idVec3 _rhandPosition = idVec3(pVRClientInfo->rhandposition[0],
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pVRClientInfo->rhandposition[1],
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pVRClientInfo->rhandposition[2]);
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idQuat _rhandOrientation = idQuat(pVRClientInfo->rhand_orientation_quat[0],
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pVRClientInfo->rhand_orientation_quat[1],
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pVRClientInfo->rhand_orientation_quat[2],
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pVRClientInfo->rhand_orientation_quat[3]);
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commonVr->handPose[1].Orientation = _lhandOrientation;
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@ -895,31 +901,38 @@ void iVr::MotionControlGetTouchController( int hand, idVec3 &motionPosition, idQ
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motionPosition.x = -handPose[hand].Position.z * (100.0f / 2.54f) / vr_scale.GetFloat();// Koz convert position (in meters) to inch (1 id unit = 1 inch).
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motionPosition.y = -handPose[hand].Position.x * (100.0f / 2.54f) / vr_scale.GetFloat();
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motionPosition.z = handPose[hand].Position.y * (100.0f / 2.54f) / vr_scale.GetFloat();
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//motionPosition.x = -handPose[hand].Position.z;
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//motionPosition.y = -handPose[hand].Position.x;
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//motionPosition.z = handPose[hand].Position.y;
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motionPosition -= trackingOriginOffset;
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motionPosition *= idAngles( 0.0f, (-trackingOriginYawOffset), 0.0f ).ToMat3();
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motionPosition -= commonVr->hmdBodyTranslation;
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poseRot.x = handPose[hand].Orientation.z; // x;
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poseRot.y = handPose[hand].Orientation.x; // y;
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poseRot.z = -handPose[hand].Orientation.y; // z;
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poseRot.w = handPose[hand].Orientation.w;
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if (pVRClientInfo->weapon_stabilised &&
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hand == vr_weaponHand.GetInteger()) {
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idVec3 offHandPosition;
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offHandPosition.x = -handPose[1 - hand].Position.z * (100.0f / 2.54f) / vr_scale.GetFloat();// Koz convert position (in meters) to inch (1 id unit = 1 inch).
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offHandPosition.y = -handPose[1 - hand].Position.x * (100.0f / 2.54f) / vr_scale.GetFloat();
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offHandPosition.z = handPose[1 - hand].Position.y * (100.0f / 2.54f) / vr_scale.GetFloat();
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offHandPosition -= trackingOriginOffset;
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offHandPosition *= idAngles(0.0f, (-trackingOriginYawOffset), 0.0f ).ToMat3();
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offHandPosition -= commonVr->hmdBodyTranslation;
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poseAngles = poseRot.ToAngles();
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poseAngles = (offHandPosition - motionPosition).ToAngles();
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angTemp.yaw = poseAngles.yaw;
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angTemp.roll = poseAngles.roll;
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angTemp.pitch = poseAngles.pitch;
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angTemp.Set(poseAngles.pitch, poseAngles.yaw, poseAngles.roll);
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} else {
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motionPosition -= commonVr->hmdBodyTranslation;
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poseRot.x = handPose[hand].Orientation.z; // x;
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poseRot.y = handPose[hand].Orientation.x; // y;
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poseRot.z = -handPose[hand].Orientation.y; // z;
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poseRot.w = handPose[hand].Orientation.w;
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angTemp.yaw -= trackingOriginYawOffset;// + bodyYawOffset;
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angTemp.Normalize360();
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poseAngles = poseRot.ToAngles();
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motionRotation = angTemp.ToQuat();
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angTemp.Set(poseAngles.pitch, poseAngles.yaw, poseAngles.roll);
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angTemp.yaw -= trackingOriginYawOffset;// + bodyYawOffset;
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}
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angTemp.Normalize360();
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motionRotation = angTemp.ToQuat();
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}
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/*
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@ -2079,6 +2079,7 @@ void idWeapon::BeginAttack( void ) {
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}
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}
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WEAPON_ATTACK = true;
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}
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/*
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@ -4064,7 +4065,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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pVRClientInfo->throw_origin[1]);
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idAngles a(0, owner->viewAngles.yaw - pVRClientInfo->hmdorientation[YAW], 0);
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releaseOffset *= a.ToMat3();
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releaseOffset *= cvarSystem->GetCVarFloat( "vr_worldscale" );
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releaseOffset *= ((100.0f / 2.54f) * vr_scale.GetFloat());
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muzzle_pos = owner->firstPersonViewOrigin + releaseOffset;
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idVec3 throw_direction( -pVRClientInfo->throw_trajectory[2],
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@ -4168,6 +4169,7 @@ void idWeapon::Event_Melee( void ) {
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gameLocal.Error( "No meleeDef on '%s'", weaponDef->dict.GetString( "classname" ) );
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}
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if ( !gameLocal.isClient ) {
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idVec3 start = viewWeaponOrigin;
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//idVec3 end = start + playerViewAxis[0] * ( meleeDistance * owner->PowerUpModifier( MELEE_DISTANCE ) );
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@ -83,7 +83,7 @@ idCVar si_serverURL( "si_serverURL", "", CVAR_GAME | CVAR_SERVERINFO |
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idCVar ui_name( "ui_name", "Player", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player name" );
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idCVar ui_skin( "ui_skin", ui_skinArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player skin", ui_skinArgs, idCmdSystem::ArgCompletion_String<ui_skinArgs> );
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idCVar ui_team( "ui_team", ui_teamArgs[ 0 ], CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE, "player team", ui_teamArgs, idCmdSystem::ArgCompletion_String<ui_teamArgs> );
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idCVar ui_autoSwitch( "ui_autoSwitch", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto switch weapon" );
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idCVar ui_autoSwitch( "ui_autoSwitch", "0", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto switch weapon" );
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idCVar ui_autoReload( "ui_autoReload", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "auto reload weapon" );
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idCVar ui_showGun( "ui_showGun", "1", CVAR_GAME | CVAR_USERINFO | CVAR_ARCHIVE | CVAR_BOOL, "show gun" );
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idCVar ui_ready( "ui_ready", si_readyArgs[ 0 ], CVAR_GAME | CVAR_USERINFO, "player is ready to start playing", idCmdSystem::ArgCompletion_String<si_readyArgs> );
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@ -348,7 +348,6 @@ idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIV
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idCVar vr_weaponHand( "vr_weaponHand", "0", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_GAME, "Which hand holds weapon.\n 0 = Right hand\n 1 = Left Hand\n", 0, 1 );
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idCVar vr_switchSticks( "vr_switchSticks", "0", CVAR_INTEGER | CVAR_ARCHIVE | CVAR_GAME, "Switch joysticks.\n 0 = No\n 1 = Yes\n", 0, 1 );
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idCVar vr_ipd( "vr_ipd", "0.065", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "VR IPD" );
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idCVar vr_worldscale( "vr_worldscale", "43.0", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "VR World Scale" );
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idCVar vr_heightoffset( "vr_heightoffset", "0.0", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "VR Height Offset" );
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idCVar vr_controlscheme( "vr_controlscheme", "0", CVAR_GAME | CVAR_INTEGER, "VR Control Scheme: 0 = right handed, 10 = left handed" );
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idCVar vr_shakeamplitude( "vr_shakeamplitude", "0.8", CVAR_FLOAT | CVAR_ARCHIVE, "Screen shake amplitude 0.0 = disabled to 1.0 = full\n", 0.0f, 1.0f );
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@ -267,7 +267,6 @@ extern idCVar g_xp_bind_run_once;
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//VR CVARS
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extern idCVar vr_weaponHand;
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extern idCVar vr_ipd;
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extern idCVar vr_worldscale;
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extern idCVar vr_heightoffset;
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extern idCVar vr_controlscheme;
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extern idCVar vr_shakeamplitude;
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@ -886,7 +886,7 @@ void R_SetViewMatrix( viewDef_t *viewDef ) {
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{
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origin += (eye == 0 ? 1.0f : -1.0f) * viewDef->renderView.viewaxis[1] *
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(cvarSystem->GetCVarFloat("vr_ipd") / 2.0f) *
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cvarSystem->GetCVarFloat("vr_worldscale");
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((100.0f / 2.54f) * cvarSystem->GetCVarFloat("vr_scale"));
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}
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viewerMatrix[0] = viewDef->renderView.viewaxis[0][0];
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@ -149,7 +149,6 @@ seta vr_weaponsight "1"
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seta vr_knockback "0"
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seta vr_shakeamplitude "1.0"
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seta vr_heightoffset "0.0"
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seta vr_worldscale "43.0"
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seta vr_ipd "0.065"
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seta net_serverDlTable ""
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seta net_serverDlBaseURL ""
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@ -177,7 +176,7 @@ seta g_bloodEffects "1"
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seta r_aspectRatio "-1"
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seta ui_showGun "1"
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seta ui_autoReload "1"
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seta ui_autoSwitch "1"
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seta ui_autoSwitch "0"
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seta ui_team "Red"
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seta ui_skin "skins/characters/player/marine_mp"
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seta ui_name "Player"
|
||||
|
@ -236,11 +235,11 @@ seta vr_moveClick "0"
|
|||
seta vr_movePoint "1"
|
||||
seta vr_comfortRepeat "100"
|
||||
seta vr_pdaPitch "30"
|
||||
seta vr_pdaPosZ "3.0"
|
||||
seta vr_pdaPosY "0"
|
||||
seta vr_pdaPosX "-0.5"
|
||||
seta vr_pdaPosZ "5.0"
|
||||
seta vr_pdaPosY "4.0"
|
||||
seta vr_pdaPosX "6.0"
|
||||
seta vr_headbbox "10.0"
|
||||
seta vr_walkSpeedAdjust "-9.657583"
|
||||
seta vr_walkSpeedAdjust "0.0"
|
||||
seta vr_stepSmooth "1"
|
||||
seta vr_jumpBounce "0"
|
||||
seta vr_3dgui "1"
|
||||
|
@ -305,5 +304,5 @@ seta vr_laserSightUseOffset "1"
|
|||
seta vr_guiFocusPitchAdj "7"
|
||||
seta vr_wipScale "1.0"
|
||||
seta vr_grabberBeamWidth "4"
|
||||
seta vr_chibi "1.0"
|
||||
seta vr_headScale "1.085"
|
||||
seta vr_switchSticks "0"
|
||||
|
|
|
@ -149,7 +149,6 @@ seta vr_weaponsight "1"
|
|||
seta vr_knockback "0"
|
||||
seta vr_shakeamplitude "1.0"
|
||||
seta vr_heightoffset "0.0"
|
||||
seta vr_worldscale "43.0"
|
||||
seta vr_ipd "0.065"
|
||||
seta net_serverDlTable ""
|
||||
seta net_serverDlBaseURL ""
|
||||
|
@ -177,7 +176,7 @@ seta g_bloodEffects "1"
|
|||
seta r_aspectRatio "-1"
|
||||
seta ui_showGun "1"
|
||||
seta ui_autoReload "1"
|
||||
seta ui_autoSwitch "1"
|
||||
seta ui_autoSwitch "0"
|
||||
seta ui_team "Red"
|
||||
seta ui_skin "skins/characters/player/marine_mp"
|
||||
seta ui_name "Player"
|
||||
|
@ -236,11 +235,11 @@ seta vr_moveClick "0"
|
|||
seta vr_movePoint "1"
|
||||
seta vr_comfortRepeat "100"
|
||||
seta vr_pdaPitch "30"
|
||||
seta vr_pdaPosZ "3.0"
|
||||
seta vr_pdaPosY "0"
|
||||
seta vr_pdaPosX "-0.5"
|
||||
seta vr_pdaPosZ "5.0"
|
||||
seta vr_pdaPosY "4.0"
|
||||
seta vr_pdaPosX "6.0"
|
||||
seta vr_headbbox "10.0"
|
||||
seta vr_walkSpeedAdjust "-9.657583"
|
||||
seta vr_walkSpeedAdjust "0.0"
|
||||
seta vr_stepSmooth "1"
|
||||
seta vr_jumpBounce "0"
|
||||
seta vr_3dgui "1"
|
||||
|
@ -305,5 +304,5 @@ seta vr_laserSightUseOffset "1"
|
|||
seta vr_guiFocusPitchAdj "7"
|
||||
seta vr_wipScale "1.0"
|
||||
seta vr_grabberBeamWidth "4"
|
||||
seta vr_chibi "1.0"
|
||||
seta vr_headScale "1.085"
|
||||
seta vr_switchSticks "0"
|
||||
|
|
Loading…
Reference in a new issue