Dr Beef HUD Logic

Reverted to Dr. Beefs implementation
Also removed look activated
This commit is contained in:
Grant Bagwell 2021-01-10 18:12:38 +01:00
parent 7aeafdd9f2
commit 92f775e50e
2 changed files with 15 additions and 2 deletions

View file

@ -3908,7 +3908,20 @@ void idPlayer::UpdateVrHud()
{
hudPitch = vr_hudType.GetInteger() == VR_HUD_LOOK_DOWN ? vr_hudPosAngle.GetFloat() : 10.0f;
float yaw;
//Fixed HUD, but make it take a short time to catch up with the player's yaw
static float yaw_x = 0.0f;
static float yaw_y = 1.0f;
yaw_x = 0.97f * yaw_x + 0.03f * cosf(DEG2RAD(viewAngles.yaw));
yaw_y = 0.97f * yaw_y + 0.03f * sinf(DEG2RAD(viewAngles.yaw));
GetViewPos( hudOrigin, hudAxis );
hudAxis = idAngles( 10.0f, RAD2DEG(atan2(yaw_y, yaw_x)), 0.0f ).ToMat3();
hudOrigin += hudAxis[0] * 24.0f;
hudOrigin.z += 4.0f;
hudOrigin += hudAxis[1] * -8.5f;
/*float yaw;
if( gameLocal.inCinematic )
{
yaw = commonVr->lastHMDViewAxis.ToAngles().yaw;
@ -3923,7 +3936,7 @@ void idPlayer::UpdateVrHud()
hudOrigin += hudAxis[0] * vr_hudPosDis.GetFloat();
hudOrigin += hudAxis[1] * vr_hudPosHor.GetFloat();
hudOrigin.z += vr_hudPosVer.GetFloat();
hudOrigin.z += vr_hudPosVer.GetFloat();*/
}
else // hud locked to face
{

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