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Fixed Head Based Forward Movement
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39465c09c4
commit
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5 changed files with 2 additions and 8 deletions
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@ -1180,7 +1180,7 @@ void idGameLocal::EvaluateVRMoveMode(idVec3 &viewangles, usercmd_t &cmd, int but
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return;
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}
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if (commonVr->VR_USE_MOTION_CONTROLS && !commonVr->thirdPersonMovement && (vr_movePoint.GetInteger() == 1 || vr_movePoint.GetInteger() > 2) &&
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if (!commonVr->thirdPersonMovement && (vr_movePoint.GetInteger() == 1 || vr_movePoint.GetInteger() > 2) &&
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(abs(cmd.forwardmove) >= .1 || abs(cmd.rightmove) >= .1) || vr_teleportMode.GetInteger() == 2) // body will follow motion from move vector
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{
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static idAngles controllerAng;
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@ -1207,7 +1207,7 @@ void idGameLocal::EvaluateVRMoveMode(idVec3 &viewangles, usercmd_t &cmd, int but
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}
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else if ( !commonVr->VR_USE_MOTION_CONTROLS || vr_movePoint.GetInteger() == 2 ) // body will follow view
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{
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viewangles[YAW] += commonVr->poseHmdAngles.yaw - commonVr->bodyMoveAng;
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viewangles[YAW] += commonVr->poseHmdAngles.yaw - commonVr->bodyYawOffset;
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commonVr->bodyMoveAng = commonVr->poseHmdAngles.yaw;
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commonVr->bodyYawOffset = commonVr->poseHmdAngles.yaw;
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}
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@ -152,9 +152,6 @@ idCVar vr_moveClick( "vr_moveClick", "0", CVAR_INTEGER | CVAR_ARCHIVE, " 0 = Nor
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//In Menu - working
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idCVar vr_playerBodyMode( "vr_playerBodyMode", "0", CVAR_INTEGER | CVAR_GAME | CVAR_ARCHIVE, "Player body mode:\n0 = Display full body\n1 = Just Hands \n2 = Weapons only\n" );
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//GB This is active in FP, and seems to only move body when pushing forward!
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idCVar vr_bodyToMove( "vr_bodyToMove", "1", CVAR_BOOL | CVAR_GAME | CVAR_ARCHIVE, "Lock body orientaion to movement direction." );
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idCVar vr_moveThirdPerson( "vr_moveThirdPerson", "1", CVAR_BOOL | CVAR_GAME | CVAR_ARCHIVE, "Artifical movement will user 3rd person perspective." );
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//needs to be added to menu - cant be bothered now
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idCVar vr_crouchMode( "vr_crouchMode", "0", CVAR_INTEGER | CVAR_GAME | CVAR_ARCHIVE, "Crouch Mode:\n 0 = Full motion crouch (In game matches real life)\n 1 = Crouch anim triggered by smaller movement." );
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@ -500,7 +500,6 @@ extern idCVar vr_pdaPitch;
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extern idCVar vr_movePoint;
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extern idCVar vr_moveClick;
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extern idCVar vr_playerBodyMode;
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extern idCVar vr_bodyToMove;
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extern idCVar vr_moveThirdPerson;
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extern idCVar vr_teleportSkipHandrails;
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@ -227,7 +227,6 @@ seta vr_crouchHideBody "0"
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seta vr_crouchTriggerDist "7"
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seta vr_crouchMode "0"
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seta vr_moveThirdPerson "1"
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seta vr_bodyToMove "1"
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seta vr_playerBodyMode "0"
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seta vr_moveClick "0"
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seta vr_movePoint "1"
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@ -227,7 +227,6 @@ seta vr_crouchHideBody "0"
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seta vr_crouchTriggerDist "7"
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seta vr_crouchMode "0"
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seta vr_moveThirdPerson "1"
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seta vr_bodyToMove "1"
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seta vr_playerBodyMode "0"
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seta vr_moveClick "0"
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seta vr_movePoint "1"
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