Grenade Fix
Extra Proectile Removed
Removed Options from Menu
Fixed Flashlight offsets
This commit is contained in:
Grant Bagwell 2020-12-16 02:23:49 +01:00
parent 480ad0f239
commit a224e7424b
6 changed files with 3 additions and 8 deletions

View file

@ -13385,7 +13385,8 @@ void idPlayer::CalculateViewWeaponPosVR( int hand, idVec3 &origin, idMat3 &axis
if ( currentWeaponEnum != WEAPON_PDA )
{
hands[hand].TrackWeaponDirection( weapOrigin );
hands[1 - hand].TrackWeaponDirection( weapOrigin );
//GB why do both hands here
//hands[1 - hand].TrackWeaponDirection( weapOrigin );
weapon->CalculateHideRise( weapOrigin, weapAxis );
//check for melee hit?
}

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@ -183,8 +183,6 @@ idCVar vr_teleportThroughDoors( "vr_teleportThroughDoors", "0", CVAR_BOOL | CVAR
idCVar vr_motionSickness( "vr_motionSickness", "0", CVAR_INTEGER | CVAR_ARCHIVE, "Motion sickness prevention aids. 0 = None, 1 = Chaperone, 2 = Reduce FOV, 3 = Black Screen, 4 = Black & Chaperone, 5 = Reduce FOV & Chaperone, 6 = Slow Mo, 7 = Slow Mo & Chaperone, 8 = Slow Mo & Reduce FOV, 9 = Slow Mo, Chaperone, Reduce FOV, 10 = Third Person, 11 = Particles, 12 = Particles & Chaperone", 0, 12 );
idCVar vr_strobeTime( "vr_strobeTime", "500", CVAR_INTEGER | CVAR_ARCHIVE, "Time in ms between flashes when blacking screen. 0 = no strobe" );
idCVar vr_chaperone( "vr_chaperone", "2", CVAR_INTEGER | CVAR_ARCHIVE, "Chaperone/Guardian mode. 0 = when near, 1 = when throwing, 2 = when melee, 3 = when dodging, 4 = always", 0, 4 );
idCVar vr_chaperoneColor( "vr_chaperoneColor", "0", CVAR_INTEGER | CVAR_ARCHIVE, "Chaperone colour. 0 = default, 1 = black, 2 = grey, 3 = white, 4 = red, 5 = green, 6 = blue, 7 = yellow, 8 = cyan, 9 = magenta, 10 = purple", 0, 10 );
idCVar vr_handSwapsAnalogs( "vr_handSwapsAnalogs", "0", CVAR_BOOL | CVAR_ARCHIVE, "Should swapping the weapon hand affect analog controls (stick or touchpad) or just buttons/triggers? 0 = only swap buttons, 1 = swap all controls" );
idCVar vr_autoSwitchControllers( "vr_autoSwitchControllers", "1", CVAR_BOOL | CVAR_ARCHIVE, "Automatically switch to/from gamepad mode when using gamepad/motion controller. Should be true unless you're trying to use both together, or you get false detections. 0 = no, 1 = yes." );

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@ -514,8 +514,6 @@ extern idCVar vr_teleportMaxTravel;
extern idCVar vr_teleportThroughDoors;
extern idCVar vr_motionSickness;
extern idCVar vr_strobeTime;
extern idCVar vr_chaperone;
extern idCVar vr_chaperoneColor;
extern idCVar vr_slotDebug;
extern idCVar vr_slotMag;

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@ -4013,7 +4013,6 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
// Normal launch
proj->Launch( muzzle_pos, dir, pushVelocity, fuseOffset, launchPower, dmgPower, speed );
proj->Launch(muzzle_pos, dir, pushVelocity, fuseOffset, launchPower, dmgPower);
}
// toss the brass

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@ -78,8 +78,7 @@ typedef enum { // Koz weapon enumerations
} weapon_t;
// Koz flashlightOffsets - values are used to move flashlight model to 'mount' to the active weapon. Hacky McCrappyHack was here.
const idVec3 flashlightOffsets[int(WEAPON_NUM_WEAPONS)] = { idVec3( 0.0f, 0.0f, 0.0f ), // WEAPON_NONE
idVec3( 0.0f, 0.0f, 0.0f ), // WEAPON_FISTS
const idVec3 flashlightOffsets[int(WEAPON_NUM_WEAPONS)] = { idVec3( 0.0f, 0.0f, 0.0f ), // WEAPON_FISTS
idVec3( 0.0f, 0.0f, 0.0f ), // WEAPON_CHAINSAW
idVec3( -1.25f, -6.5f, 0.9f ), // WEAPON_PISTOL
idVec3( -1.75f, -3.5f, 1.15f ), // WEAPON_SHOTGUN

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