mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2024-12-01 00:11:14 +00:00
a11f605457
- Removed some redundant controller code - Interaction with NPCs should work again - Melee attack with the flashlight should work now
102 lines
No EOL
2.7 KiB
C
102 lines
No EOL
2.7 KiB
C
#if !defined(vr_client_info_h)
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#define vr_client_info_h
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#define NUM_WEAPON_SAMPLES 7
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#define OLDER_READING (NUM_WEAPON_SAMPLES-1)
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#define NEWER_READING (NUM_WEAPON_SAMPLES-5)
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef float vec3_t[3];
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typedef float vec4_t[4];
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typedef struct {
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bool screen;
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float fov;
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bool weapon_stabilised;
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bool right_handed;
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bool player_moving;
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bool visible_hud;
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bool dualwield;
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int weaponid;
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int lastweaponid;
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//FP - Carry original values
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vec4_t hmdorientation_quat;
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vec3_t hmdtranslation;
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vec3_t lhandposition;
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vec3_t rhandposition;
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vec4_t lhand_orientation_quat;
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vec4_t rhand_orientation_quat;
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vec3_t hmdposition;
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vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
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vec3_t hmdposition_delta;
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//FP - Temp Variables for other stuff
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vec3_t hmdorientation_temp;
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vec3_t weaponangles_temp;
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vec3_t weaponangles_last_temp; // Don't use this, it is just for calculating delta!
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vec3_t weaponangles_delta_temp;
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/*vec3_t hmdorientation;
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vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
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vec3_t hmdorientation_delta;*/
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/*vec3_t weaponangles_unadjusted;
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vec3_t weaponangles;
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vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
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vec3_t weaponangles_delta;*/
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//vec3_t flashlightHolsterOffset; // Where the flashlight can be picked up from
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/*vec3_t current_weaponoffset;
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float current_weaponoffset_timestamp;
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vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
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float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];*/
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vec3_t throw_origin;
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vec3_t throw_trajectory;
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float throw_power;
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bool pistol; // True if the weapon is a pistol
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bool velocitytriggered; // Weapon attack triggered by velocity (knife)
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bool velocitytriggeredoffhand; // Weapon attack triggered by velocity (puncher)
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bool velocitytriggeredoffhandstate; // Weapon attack triggered by velocity (puncher)
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vec3_t offhandangles_temp;
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vec3_t offhandoffset_temp;
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//
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// Teleport Stuff
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//
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/*bool teleportenabled;
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bool teleportseek; // player looking to teleport
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bool teleportready; // player pointing to a valid teleport location
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vec3_t teleportdest; // teleport destination
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bool teleportexecute; // execute the teleport*/
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//////////////////////////////////////
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// Test stuff for weapon alignment
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//////////////////////////////////////
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/*char test_name[256];
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float test_scale;
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vec3_t test_angles;
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vec3_t test_offset;*/
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} vrClientInfo;
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extern vrClientInfo *pVRClientInfo;
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#ifdef __cplusplus
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}
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#endif
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#endif //vr_client_info_h
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