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Fix crash introduced by stabilised weapon logic
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4 changed files with 14 additions and 3 deletions
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@ -13389,7 +13389,7 @@ 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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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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{
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weaponPitch = idAngles( vr_motionWeaponPitchAdj.GetFloat(), 0.0f, 0.0f ).ToQuat();
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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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hands[hand].motionRotation = weaponPitch * hands[hand].motionRotation;
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@ -13665,7 +13665,7 @@ 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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axis = idAngles( 0.0, viewAngles.yaw - commonVr->bodyYawOffset, 0.0f ).ToMat3();
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int flashlightMode = commonVr->GetCurrentFlashlightMode();
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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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{
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flashlightMode = FLASHLIGHT_GUN;
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flashlightMode = FLASHLIGHT_GUN;
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}
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}
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@ -1096,6 +1096,16 @@ void iVr::CalcAimMove( float &yawDelta, float &pitchDelta )
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}
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}
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bool iVr::GetWeaponStabilised()
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{
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if (pVRClientInfo)
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{
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return pVRClientInfo->weapon_stabilised;
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}
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return false;
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}
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/*
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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 MotionControllerSetHapticOculus( float low, float hi );
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void MotionControllerSetHapticOpenVR( int hand, unsigned short value );
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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 MSAAResolve( void );
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//void FXAAResolve( idImage * leftCurrent, idImage * rightCurrent );
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//void FXAAResolve( idImage * leftCurrent, idImage * rightCurrent );
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//void FXAASetUniforms( Framebuffer FBO );
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//void FXAASetUniforms( Framebuffer FBO );
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@ -2079,7 +2079,6 @@ void idWeapon::BeginAttack( void ) {
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}
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}
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}
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}
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WEAPON_ATTACK = true;
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WEAPON_ATTACK = true;
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}
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}
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/*
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/*
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