#if !defined(vr_client_info_h) #define vr_client_info_h #define NUM_WEAPON_SAMPLES 10 #define WEAPON_RECOIL 15.0f; #ifdef __cplusplus extern "C" { #endif typedef float vec3_t[3]; typedef struct { bool screen; float fov; bool weapon_stabilised; bool right_handed; bool player_moving; bool visible_hud; bool dualwield; int weaponid; int lastweaponid; int backpackitemactive; //0 - nothing, 1 - grenades, 2 - knife, 3 - Binoculars bool mountedgun; vec3_t hmdposition; vec3_t hmdposition_last; // Don't use this, it is just for calculating delta! vec3_t hmdposition_delta; vec3_t hmdorientation; vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta! vec3_t hmdorientation_delta; vec3_t weaponangles_flashlight; vec3_t weaponangles; vec3_t weaponangles_last; // Don't use this, it is just for calculating delta! vec3_t weaponangles_delta; vec3_t current_weaponoffset; vec3_t calculated_weaponoffset; float current_weaponoffset_timestamp; vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES]; float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES]; bool pistol; // True if the weapon is a pistol //Lots of scope weapon stuff bool scopeengaged; // Scope has been engaged on a scoped weapon bool scopedweapon; // Weapon scope is available bool scopedetached; // Scope has been detached from weapon bool detachablescope; // Scope can be detached from weapon bool velocitytriggered; // Weapon attack triggered by velocity (knife) vec3_t offhandangles; vec3_t offhandoffset; // // Teleport Stuff // bool teleportenabled; bool teleportseek; // player looking to teleport bool teleportready; // player pointing to a valid teleport location vec3_t teleportdest; // teleport destination bool teleportexecute; // execute the teleport ////////////////////////////////////// // Test stuff for weapon alignment ////////////////////////////////////// char test_name[256]; float test_scale; vec3_t test_angles; vec3_t test_offset; } vr_client_info_t; extern vr_client_info_t *pVRClientInfo; #ifdef __cplusplus } #endif #endif //vr_client_info_h