Fixed Snap Turn and Height Option
Although we should really call a tracking reset (maybe)
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@ -1021,8 +1021,6 @@ bool idGameLocal::AnimatorGetJointTransform(idAnimator* animator, jointHandle_t
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void idGameLocal::CheckRenderCvars()
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{
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// Koz
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if ( game->isVR )
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{
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if ( vr_useFloorHeight.IsModified() || ( vr_normalViewHeight.IsModified() && vr_useFloorHeight.GetInteger() == 0 ) || vr_scale.IsModified() || commonVr->shouldRecenter )
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{
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commonVr->HMDResetTrackingOriginOffset();
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@ -1032,7 +1030,6 @@ void idGameLocal::CheckRenderCvars()
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commonVr->shouldRecenter = false;
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}
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}
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}
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/*
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@ -1064,8 +1061,8 @@ void idGameLocal::EvaluateVRMoveMode(idVec3 &viewangles, usercmd_t &cmd, int but
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}
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//GB - Include Dr. Beefs SnapTurn
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//if ( snapTurn != 0.0 && (commonVr->Sys_Milliseconds() - commonVr->lastComfortTime >= vr_comfortRepeat.GetInteger()) )
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if ( snapTurn != 0.0 )
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if ( snapTurn != 0.0 && (commonVr->Sys_Milliseconds() - commonVr->lastComfortTime >= vr_comfortRepeat.GetInteger()) )
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//if ( snapTurn != 0.0 )
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{
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viewangles[YAW] += snapTurn;
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commonVr->lastComfortTime = commonVr->Sys_Milliseconds();
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@ -2705,7 +2702,7 @@ idGameLocal::RunFrame
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*/
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void idGameLocal::EndFrame()
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{
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CheckRenderCvars();
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}
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/*
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