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https://github.com/DrBeef/Doom3Quest.git
synced 2024-11-23 20:32:44 +00:00
Jump and Crouch (toggle) now working
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parent
9a0823392c
commit
fe80447ebb
2 changed files with 19 additions and 6 deletions
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@ -409,7 +409,7 @@ idCVar idUsercmdGenLocal::in_angleSpeedKey( "in_anglespeedkey", "1.5", CVAR_SYST
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idCVar idUsercmdGenLocal::in_freeLook( "in_freeLook", "1", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "look around with mouse (reverse _mlook button)" );
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idCVar idUsercmdGenLocal::in_alwaysRun( "in_alwaysRun", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "always run (reverse _speed button) - only in MP" );
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idCVar idUsercmdGenLocal::in_toggleRun( "in_toggleRun", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "pressing _speed button toggles run on/off - only in MP" );
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idCVar idUsercmdGenLocal::in_toggleCrouch( "in_toggleCrouch", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "pressing _movedown button toggles player crouching/standing" );
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idCVar idUsercmdGenLocal::in_toggleCrouch( "in_toggleCrouch", "1", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "pressing _movedown button toggles player crouching/standing" );
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idCVar idUsercmdGenLocal::in_toggleZoom( "in_toggleZoom", "0", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_BOOL, "pressing _zoom button toggles zoom on/off" );
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idCVar idUsercmdGenLocal::sensitivity( "sensitivity", "5", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "mouse view sensitivity" );
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idCVar idUsercmdGenLocal::m_pitch( "m_pitch", "0.022", CVAR_SYSTEM | CVAR_ARCHIVE | CVAR_FLOAT, "mouse pitch scale" );
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@ -562,22 +562,23 @@ void idUsercmdGenLocal::KeyMove( void ) {
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forward = 0;
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side = 0;
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up = 0;
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if ( ButtonState( UB_STRAFE ) ) {
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/* if ( ButtonState( UB_STRAFE ) ) {
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side += KEY_MOVESPEED * ButtonState( UB_RIGHT );
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side -= KEY_MOVESPEED * ButtonState( UB_LEFT );
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}
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side += KEY_MOVESPEED * ButtonState( UB_MOVERIGHT );
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side -= KEY_MOVESPEED * ButtonState( UB_MOVELEFT );
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*/
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up -= KEY_MOVESPEED * toggled_crouch.on;
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up += KEY_MOVESPEED * ButtonState( UB_UP );
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forward += KEY_MOVESPEED * ButtonState( UB_FORWARD );
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/* forward += KEY_MOVESPEED * ButtonState( UB_FORWARD );
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forward -= KEY_MOVESPEED * ButtonState( UB_BACK );
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cmd.forwardmove = idMath::ClampChar( forward );
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cmd.rightmove = idMath::ClampChar( side );
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*/
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cmd.upmove = idMath::ClampChar( up );
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}
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@ -787,10 +788,10 @@ void idUsercmdGenLocal::MakeCurrent( void ) {
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// set button bits
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CmdButtons();
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#if 0
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// get basic movement from keyboard
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KeyMove();
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#if 0
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// get basic movement from mouse
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MouseMove();
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@ -7280,7 +7280,19 @@ idVec3 idPlayer::GetEyePosition( void ) const {
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}
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if (pVRClientInfo)
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{
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return org + ( GetPhysics()->GetGravityNormal() * (-pVRClientInfo->hmdposition[1] * cvarSystem->GetCVarFloat( "vr_worldscale" )));
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float eyeHeight = 0;
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float vrEyeHeight = (-pVRClientInfo->hmdposition[1] * cvarSystem->GetCVarFloat( "vr_worldscale" ));
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//Add special handling for physical crouching at some point
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/* if (physicsObj.IsCrouching() && PHYSICAL_CROUCH) {
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eyeHeight = vrEyeHeight;
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}
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else
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*/ {
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eyeHeight = vrEyeHeight - (eyeOffset.z - pm_normalviewheight.GetFloat());
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}
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return org + ( GetPhysics()->GetGravityNormal() * eyeHeight);
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} else{
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return org + ( GetPhysics()->GetGravityNormal() * -eyeOffset.z );
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}
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