mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-23 12:22:20 +00:00
Fix crash introduced by stabilised weapon logic
This commit is contained in:
parent
3bf538336d
commit
4602287931
3 changed files with 11 additions and 13 deletions
|
@ -13486,7 +13486,7 @@ void idPlayer::CalculateViewWeaponPosVR( int hand, idVec3 &origin, idMat3 &axis
|
|||
|
||||
commonVr->MotionControlGetHand( hand, hands[ hand ].motionPosition, hands[ hand ].motionRotation );
|
||||
|
||||
if (!pVRClientInfo->weapon_stabilised)
|
||||
if (!commonVr->GetWeaponStabilised())
|
||||
{
|
||||
weaponPitch = idAngles( vr_motionWeaponPitchAdj.GetFloat(), 0.0f, 0.0f ).ToQuat();
|
||||
hands[hand].motionRotation = weaponPitch * hands[hand].motionRotation;
|
||||
|
@ -13762,7 +13762,7 @@ void idPlayer::CalculateViewFlashlightPos( idVec3 &origin, idMat3 &axis, idVec3
|
|||
axis = idAngles( 0.0, viewAngles.yaw - commonVr->bodyYawOffset, 0.0f ).ToMat3();
|
||||
|
||||
int flashlightMode = commonVr->GetCurrentFlashlightMode();
|
||||
if (pVRClientInfo->weapon_stabilised && flashlightMode == FLASHLIGHT_HAND )
|
||||
if (commonVr->GetWeaponStabilised() && flashlightMode == FLASHLIGHT_HAND )
|
||||
{
|
||||
flashlightMode = FLASHLIGHT_GUN;
|
||||
}
|
||||
|
|
|
@ -163,6 +163,8 @@ public:
|
|||
void MotionControllerSetHapticOculus( float low, float hi );
|
||||
void MotionControllerSetHapticOpenVR( int hand, unsigned short value );
|
||||
|
||||
bool GetWeaponStabilised();
|
||||
|
||||
//void MSAAResolve( void );
|
||||
//void FXAAResolve( idImage * leftCurrent, idImage * rightCurrent );
|
||||
//void FXAASetUniforms( Framebuffer FBO );
|
||||
|
|
|
@ -2092,7 +2092,7 @@ void idWeapon::BeginAttack( void ) {
|
|||
}
|
||||
if (currentWeapon == WEAPON_CHAINGUN)
|
||||
{
|
||||
position = pVRClientInfo->weapon_stabilised ? 4 : position;
|
||||
position = commonVr->GetWeaponStabilised() ? 4 : position;
|
||||
common->HapticEvent("chaingun_init", position, 0, 100, 0, 0);
|
||||
}
|
||||
if (currentWeapon == WEAPON_BFG)
|
||||
|
@ -4049,21 +4049,19 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
|||
|
||||
int position = vr_weaponHand.GetInteger() ? 1 : 2;
|
||||
|
||||
vrClientInfo *pVRClientInfo = owner->GetVRClientInfo();
|
||||
|
||||
if (currentWeap == WEAPON_PISTOL)
|
||||
{
|
||||
position = pVRClientInfo->weapon_stabilised ? 4 : position;
|
||||
position = commonVr->GetWeaponStabilised() ? 4 : position;
|
||||
common->HapticEvent("pistol_fire", position, 0, 100, 0, 0);
|
||||
}
|
||||
if (currentWeap == WEAPON_SHOTGUN)
|
||||
{
|
||||
position = pVRClientInfo->weapon_stabilised ? 4 : position;
|
||||
position = commonVr->GetWeaponStabilised() ? 4 : position;
|
||||
common->HapticEvent("shotgun_fire", position, 0, 100, 0, 0);
|
||||
}
|
||||
if (currentWeap == WEAPON_PLASMAGUN)
|
||||
{
|
||||
position = pVRClientInfo->weapon_stabilised ? 4 : position;
|
||||
position = commonVr->GetWeaponStabilised() ? 4 : position;
|
||||
common->HapticEvent("plasmagun_fire", position, 0, 100, 0, 0);
|
||||
}
|
||||
if (currentWeap == WEAPON_HANDGRENADE)
|
||||
|
@ -4072,12 +4070,12 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
|||
}
|
||||
if (currentWeap == WEAPON_MACHINEGUN)
|
||||
{
|
||||
position = pVRClientInfo->weapon_stabilised ? 4 : position;
|
||||
position = commonVr->GetWeaponStabilised() ? 4 : position;
|
||||
common->HapticEvent("machinegun_fire", position, 0, 100, 0, 0);
|
||||
}
|
||||
if (currentWeap == WEAPON_CHAINGUN)
|
||||
{
|
||||
position = pVRClientInfo->weapon_stabilised ? 4 : position;
|
||||
position = commonVr->GetWeaponStabilised() ? 4 : position;
|
||||
common->HapticEvent("chaingun_fire", position, 0, 100, 0, 0);
|
||||
}
|
||||
if (currentWeap == WEAPON_BFG)
|
||||
|
@ -4086,7 +4084,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
|||
}
|
||||
if (currentWeap == WEAPON_ROCKETLAUNCHER)
|
||||
{
|
||||
position = pVRClientInfo->weapon_stabilised ? 4 : position;
|
||||
position = commonVr->GetWeaponStabilised() ? 4 : position;
|
||||
common->HapticEvent("rocket_fire", position, 0, 100, 0, 0);
|
||||
}
|
||||
|
||||
|
@ -4247,8 +4245,6 @@ void idWeapon::Event_Melee( void ) {
|
|||
gameLocal.Error( "No meleeDef on '%s'", weaponDef->dict.GetString( "classname" ) );
|
||||
}
|
||||
|
||||
vrClientInfo *pVRClientInfo = owner->GetVRClientInfo();
|
||||
|
||||
weapon_t currentWeapon = IdentifyWeapon();
|
||||
if (currentWeapon == WEAPON_FISTS)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue