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Fix crash introduced by stabilised weapon logic
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parent
3bf538336d
commit
4602287931
3 changed files with 11 additions and 13 deletions
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@ -13486,7 +13486,7 @@ 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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if (!pVRClientInfo->weapon_stabilised)
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if (!commonVr->GetWeaponStabilised())
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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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@ -13762,7 +13762,7 @@ 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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if (commonVr->GetWeaponStabilised() && flashlightMode == FLASHLIGHT_HAND )
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{
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flashlightMode = FLASHLIGHT_GUN;
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}
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@ -163,6 +163,8 @@ public:
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void MotionControllerSetHapticOculus( float low, float hi );
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void MotionControllerSetHapticOpenVR( int hand, unsigned short value );
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bool GetWeaponStabilised();
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//void MSAAResolve( void );
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//void FXAAResolve( idImage * leftCurrent, idImage * rightCurrent );
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//void FXAASetUniforms( Framebuffer FBO );
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@ -2092,7 +2092,7 @@ void idWeapon::BeginAttack( void ) {
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}
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if (currentWeapon == WEAPON_CHAINGUN)
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{
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position = pVRClientInfo->weapon_stabilised ? 4 : position;
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position = commonVr->GetWeaponStabilised() ? 4 : position;
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common->HapticEvent("chaingun_init", position, 0, 100, 0, 0);
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}
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if (currentWeapon == WEAPON_BFG)
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@ -4049,21 +4049,19 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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int position = vr_weaponHand.GetInteger() ? 1 : 2;
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vrClientInfo *pVRClientInfo = owner->GetVRClientInfo();
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if (currentWeap == WEAPON_PISTOL)
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{
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position = pVRClientInfo->weapon_stabilised ? 4 : position;
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position = commonVr->GetWeaponStabilised() ? 4 : position;
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common->HapticEvent("pistol_fire", position, 0, 100, 0, 0);
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}
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if (currentWeap == WEAPON_SHOTGUN)
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{
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position = pVRClientInfo->weapon_stabilised ? 4 : position;
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position = commonVr->GetWeaponStabilised() ? 4 : position;
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common->HapticEvent("shotgun_fire", position, 0, 100, 0, 0);
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}
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if (currentWeap == WEAPON_PLASMAGUN)
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{
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position = pVRClientInfo->weapon_stabilised ? 4 : position;
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position = commonVr->GetWeaponStabilised() ? 4 : position;
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common->HapticEvent("plasmagun_fire", position, 0, 100, 0, 0);
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}
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if (currentWeap == WEAPON_HANDGRENADE)
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@ -4072,12 +4070,12 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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}
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if (currentWeap == WEAPON_MACHINEGUN)
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{
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position = pVRClientInfo->weapon_stabilised ? 4 : position;
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position = commonVr->GetWeaponStabilised() ? 4 : position;
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common->HapticEvent("machinegun_fire", position, 0, 100, 0, 0);
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}
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if (currentWeap == WEAPON_CHAINGUN)
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{
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position = pVRClientInfo->weapon_stabilised ? 4 : position;
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position = commonVr->GetWeaponStabilised() ? 4 : position;
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common->HapticEvent("chaingun_fire", position, 0, 100, 0, 0);
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}
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if (currentWeap == WEAPON_BFG)
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@ -4086,7 +4084,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
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}
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if (currentWeap == WEAPON_ROCKETLAUNCHER)
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{
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position = pVRClientInfo->weapon_stabilised ? 4 : position;
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position = commonVr->GetWeaponStabilised() ? 4 : position;
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common->HapticEvent("rocket_fire", position, 0, 100, 0, 0);
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}
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@ -4247,8 +4245,6 @@ 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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vrClientInfo *pVRClientInfo = owner->GetVRClientInfo();
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weapon_t currentWeapon = IdentifyWeapon();
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if (currentWeapon == WEAPON_FISTS)
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{
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