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https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-10 06:41:36 +00:00
2nd Hotfix
Possible fix for Hell Soulcube Issue New Headshot multiplier cvars Fix for hands only mode so chest takes damage Show head in mirrors Bummsers controller offset
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7329dde3de
commit
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8 changed files with 50 additions and 25 deletions
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@ -2458,6 +2458,7 @@ int idActor::GetDamageForLocation( int damage, int location, bool headMultiplier
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//only applies if head damage group is already scaled to take > 1.0x damage.
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//limited by calling function to fists, pitsol,shotgun,machinegun,chaingun and plasmagun.
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float damageAmt = damage *= damageScale[location];
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//common->Printf("Damage Taken at: %s",damageGroups[location].c_str());
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if ( headMultiplier )
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{
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//GBTODO check what the local actor is
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@ -2468,15 +2469,19 @@ int idActor::GetDamageForLocation( int damage, int location, bool headMultiplier
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{
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if(g_skill.GetInteger() == 0)
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{
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damageAmt *= 2.5f;
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damageAmt *= vr_headshotMultiplierRecruit.GetFloat();
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}
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else if(g_skill.GetInteger() == 1)
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{
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damageAmt *= 1.75f;
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damageAmt *= vr_headshotMultiplierNormal.GetFloat();
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}
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else if(g_skill.GetInteger() == 2)
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{
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damageAmt *= 1.25f;
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damageAmt *= vr_headshotMultiplierHard.GetFloat();
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}
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else if(g_skill.GetInteger() == 3)
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{
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damageAmt *= vr_headshotMultiplierNightmare.GetFloat();
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}
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//damageAmt *= vr_headshotMultiplier.GetFloat();
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@ -513,6 +513,13 @@ void idInventory::RestoreInventory( idPlayer *owner, const idDict &dict ) {
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}
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}
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//Restore the clip data
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for( i = 0; i < MAX_WEAPONS; i++ )
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{
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clip[i] = dict.GetInt( va( "clip%i", i ), "-1" );
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clipDuplicate[i] = dict.GetInt( va( "clipDuplicate%i", i ), "-1" );
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}
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// items
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num = dict.GetInt( "items" );
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items.SetNum( num );
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@ -610,6 +617,7 @@ void idInventory::Save( idSaveGame *savefile ) const {
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}
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for( i = 0; i < MAX_WEAPONS; i++ ) {
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savefile->WriteInt( clip[ i ] );
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//savefile->WriteInt( clip[i] + clipDuplicate[ i ]);
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}
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for( i = 0; i < MAX_POWERUPS; i++ ) {
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savefile->WriteInt( powerupEndTime[ i ] );
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@ -11806,15 +11814,7 @@ void idPlayer::Think( void ) {
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}
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else
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{
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if ( vr_playerBodyMode.GetInteger() != 0 ) // not showing the body
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{
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headRenderEnt->allowSurfaceInViewID = -1; // hide the head, even in mirror views.
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}
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else
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{
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//headRenderEnt->suppressSurfaceInViewID = entityNumber + 1;
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headRenderEnt->allowSurfaceInViewID = 0; // show the head.
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}
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headRenderEnt->allowSurfaceInViewID = 0; // GB show the head in mirrors.
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}
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}
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@ -11827,15 +11827,7 @@ void idPlayer::Think( void ) {
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renderEntity.suppressShadowInViewID = entityNumber+1;
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if( headRenderEnt )
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{
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// Koz begin
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if ( game->isVR && vr_playerBodyMode.GetInteger() == 0 ) // show the head shadow
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{
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headRenderEnt->suppressShadowInViewID = 0;
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}
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else
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{
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headRenderEnt->suppressShadowInViewID = entityNumber + 1;
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}
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headRenderEnt->suppressShadowInViewID = 0;
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// Koz end
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}
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}
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@ -1649,9 +1649,9 @@ void idTarget_RemoveWeapons::Event_Activate( idEntity *activator ) {
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if ( gameLocal.entities[ i ] ) {
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idPlayer *player = static_cast< idPlayer* >( gameLocal.entities[i] );
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int wIndex[11] = {0, 1, 2, 3, 5, 6, 7, 8, 9, 10, 12};
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int wIndex[10] = {0, 1, 2, 3, 5, 6, 7, 8, 9, 10};
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int index = 0;
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for ( index = 0; index < 11; index++ ) {
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for ( index = 0; index < 10; index++ ) {
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player->RemoveWeapon( va( "def_weapon%d", wIndex[index] ) );
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}
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@ -103,6 +103,9 @@ idCVar vr_motionFlashPitchAdj( "vr_motionFlashPitchAdj", "40", CVAR_FLOAT | CVAR
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idCVar vr_nodalX( "vr_nodalX", "-3", CVAR_FLOAT | CVAR_ARCHIVE, "Forward offset from eyes to neck" );
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idCVar vr_nodalZ( "vr_nodalZ", "-6", CVAR_FLOAT | CVAR_ARCHIVE, "Vertical offset from neck to eye height" );
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idCVar vr_controllerOffsetX( "vr_controllerOffsetX", "-1.4", CVAR_FLOAT | CVAR_ARCHIVE, "Controller X offset to handle center" ); // these values work for steam
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idCVar vr_controllerOffsetY( "vr_controllerOffsetY", "-1.32", CVAR_FLOAT | CVAR_ARCHIVE, "Controller Y offset to handle center" );
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idCVar vr_controllerOffsetZ( "vr_controllerOffsetZ", "-0.9", CVAR_FLOAT | CVAR_ARCHIVE, "Controller Z offset to handle center" );
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idCVar vr_vcx( "vr_vcx", "0", CVAR_FLOAT | CVAR_ARCHIVE, "Controller X offset to handle center" ); // these values work for steam
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idCVar vr_vcy( "vr_vcy", "0", CVAR_FLOAT | CVAR_ARCHIVE, "Controller Y offset to handle center" );
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idCVar vr_vcz( "vr_vcz", "0", CVAR_FLOAT | CVAR_ARCHIVE, "Controller Z offset to handle center" );
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@ -188,6 +191,10 @@ idCVar vr_cinematics("vr_cinematics", "0", CVAR_INTEGER | CVAR_ARCHIVE, "Cinemat
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idCVar vr_instantAccel( "vr_instantAccel", "1", CVAR_BOOL | CVAR_ARCHIVE, "Instant Movement Acceleration. 0 = Disabled 1 = Enabled" );
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idCVar vr_shotgunChoke( "vr_shotgunChoke", "60", CVAR_FLOAT | CVAR_ARCHIVE, "% To choke shotgun. 0 = None, 100 = Full Choke\n" );
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idCVar vr_headshotMultiplier( "vr_headshotMultiplier", "2.5", CVAR_FLOAT | CVAR_ARCHIVE, "Damage multiplier for headshots when using Fists,Pistol,Shotgun,Chaingun or Plasmagun.", 1, 5 );
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idCVar vr_headshotMultiplierRecruit( "vr_headshotMultiplierRecruit", "2.0", CVAR_FLOAT | CVAR_ARCHIVE, "Recruit Level Damage multiplier for headshots when using Fists,Pistol,Shotgun,Chaingun or Plasmagun.", 1, 5 );
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idCVar vr_headshotMultiplierNormal( "vr_headshotMultiplierNormal", "1.5", CVAR_FLOAT | CVAR_ARCHIVE, "Normal Level Damage multiplier for headshots when using Fists,Pistol,Shotgun,Chaingun or Plasmagun.", 1, 5 );
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idCVar vr_headshotMultiplierHard( "vr_headshotMultiplierHard", "1.25", CVAR_FLOAT | CVAR_ARCHIVE, "Hard Level Damage multiplier for headshots when using Fists,Pistol,Shotgun,Chaingun or Plasmagun.", 1, 5 );
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idCVar vr_headshotMultiplierNightmare( "vr_headshotMultiplierNightmare", "1.0", CVAR_FLOAT | CVAR_ARCHIVE, "Nightmare Level Damage multiplier for headshots when using Fists,Pistol,Shotgun,Chaingun or Plasmagun.", 1, 5 );
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// Carl
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idCVar vr_weaponCycleMode( "vr_weaponCycleMode", "0", CVAR_INTEGER | CVAR_GAME | CVAR_ARCHIVE, "When cycling through weapons\n0 = skip holstered weapons, 1 = include holstered weapons, 2 = flashlight but not holstered, 3 = holstered+flashlight, 4 = holstered+flashlight+pda" );
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@ -933,13 +940,13 @@ void iVr::MotionControlGetHand( int hand, idVec3 &motionPosition, idQuat &motion
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if ( hand == vr_weaponHand.GetInteger() && vr_mountedWeaponController.GetBool() )
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{
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idVec3 controlToHand = idVec3( vr_mountx.GetFloat() / vr_scale.GetFloat(), vr_mounty.GetFloat() / vr_scale.GetFloat(), vr_mountz.GetFloat() / vr_scale.GetFloat() );
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idVec3 controlCenter = idVec3( vr_vcx.GetFloat() / vr_scale.GetFloat(), vr_vcy.GetFloat() / vr_scale.GetFloat(), vr_vcz.GetFloat() / vr_scale.GetFloat() );
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idVec3 controlCenter = idVec3( vr_controllerOffsetX.GetFloat() / vr_scale.GetFloat(), vr_controllerOffsetY.GetFloat() / vr_scale.GetFloat(), vr_controllerOffsetZ.GetFloat() / vr_scale.GetFloat() );
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motionPosition += ( controlToHand - controlCenter ) * motionRotation; // pivot around the new point
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}
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else
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{
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motionPosition += idVec3( vr_vcx.GetFloat() / vr_scale.GetFloat(), vr_vcy.GetFloat() / vr_scale.GetFloat(), vr_vcz.GetFloat() / vr_scale.GetFloat() ) * motionRotation;
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motionPosition += idVec3( vr_controllerOffsetX.GetFloat() / vr_scale.GetFloat(), vr_controllerOffsetY.GetFloat() / vr_scale.GetFloat(), vr_controllerOffsetZ.GetFloat() / vr_scale.GetFloat() ) * motionRotation;
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}
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}
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@ -440,6 +440,9 @@ extern idCVar vr_weaponPivotOffsetHorizontal;
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extern idCVar vr_weaponPivotOffsetVertical;
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extern idCVar vr_weaponPivotForearmLength;
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extern idCVar vr_controllerOffsetX;
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extern idCVar vr_controllerOffsetY;
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extern idCVar vr_controllerOffsetZ;
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extern idCVar vr_guiScale;
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extern idCVar vr_guiSeparation;
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@ -529,6 +532,10 @@ extern idCVar vr_instantAccel;
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extern idCVar vr_shotgunChoke;
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extern idCVar vr_headshotMultiplier;
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extern idCVar vr_headshotMultiplierRecruit;
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extern idCVar vr_headshotMultiplierNormal;
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extern idCVar vr_headshotMultiplierHard;
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extern idCVar vr_headshotMultiplierNightmare;
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extern idCVar vr_weaponCycleMode;
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extern idCVar vr_gripMode;
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Binary file not shown.
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@ -206,6 +206,10 @@ seta vr_mustEmptyHands "0"
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seta vr_gripMode "0"
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seta vr_weaponCycleMode "0"
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seta vr_headshotMultiplier "2.5"
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seta vr_headshotMultiplierRecruit "2.0"
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seta vr_headshotMultiplierNormal "1.5"
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seta vr_headshotMultiplierHard "1.25"
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seta vr_headshotMultiplierNightmare "1.0"
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seta vr_shotgunChoke "60"
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seta vr_instantAccel "1"
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seta vr_cinematics "0"
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@ -247,6 +251,9 @@ seta vr_mountx "0"
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seta vr_vcz "0"
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seta vr_vcy "0"
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seta vr_vcx "0"
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seta vr_controllerOffsetX "-1.4"
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seta vr_controllerOffsetY "-1.32"
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seta vr_controllerOffsetZ "-0.9"
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seta vr_nodalZ "-6"
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seta vr_nodalX "-3"
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seta vr_motionFlashPitchAdj "0"
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@ -206,6 +206,10 @@ seta vr_mustEmptyHands "0"
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seta vr_gripMode "0"
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seta vr_weaponCycleMode "0"
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seta vr_headshotMultiplier "2.5"
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seta vr_headshotMultiplierRecruit "2.0"
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seta vr_headshotMultiplierNormal "1.5"
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seta vr_headshotMultiplierHard "1.25"
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seta vr_headshotMultiplierNightmare "1.0"
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seta vr_shotgunChoke "60"
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seta vr_instantAccel "1"
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seta vr_cinematics "0"
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@ -247,6 +251,9 @@ seta vr_mountx "0"
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seta vr_vcz "0"
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seta vr_vcy "0"
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seta vr_vcx "0"
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seta vr_controllerOffsetX "-1.4"
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seta vr_controllerOffsetY "-1.32"
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seta vr_controllerOffsetZ "-0.9"
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seta vr_nodalZ "-6"
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seta vr_nodalX "-3"
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seta vr_motionFlashPitchAdj "0"
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