doom3quest/Projects/Android/jni/Doom3Quest/VrClientInfo.h
Simon a11f605457 A few tweaks...
- Removed some redundant controller code
- Interaction with NPCs should work again
- Melee attack with the flashlight should work now
2020-12-28 19:43:53 +00:00

102 lines
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2.7 KiB
C

#if !defined(vr_client_info_h)
#define vr_client_info_h
#define NUM_WEAPON_SAMPLES 7
#define OLDER_READING (NUM_WEAPON_SAMPLES-1)
#define NEWER_READING (NUM_WEAPON_SAMPLES-5)
#ifdef __cplusplus
extern "C" {
#endif
typedef float vec3_t[3];
typedef float vec4_t[4];
typedef struct {
bool screen;
float fov;
bool weapon_stabilised;
bool right_handed;
bool player_moving;
bool visible_hud;
bool dualwield;
int weaponid;
int lastweaponid;
//FP - Carry original values
vec4_t hmdorientation_quat;
vec3_t hmdtranslation;
vec3_t lhandposition;
vec3_t rhandposition;
vec4_t lhand_orientation_quat;
vec4_t rhand_orientation_quat;
vec3_t hmdposition;
vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
vec3_t hmdposition_delta;
//FP - Temp Variables for other stuff
vec3_t hmdorientation_temp;
vec3_t weaponangles_temp;
vec3_t weaponangles_last_temp; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta_temp;
/*vec3_t hmdorientation;
vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
vec3_t hmdorientation_delta;*/
/*vec3_t weaponangles_unadjusted;
vec3_t weaponangles;
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta;*/
//vec3_t flashlightHolsterOffset; // Where the flashlight can be picked up from
/*vec3_t current_weaponoffset;
float current_weaponoffset_timestamp;
vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];*/
vec3_t throw_origin;
vec3_t throw_trajectory;
float throw_power;
bool pistol; // True if the weapon is a pistol
bool velocitytriggered; // Weapon attack triggered by velocity (knife)
bool velocitytriggeredoffhand; // Weapon attack triggered by velocity (puncher)
bool velocitytriggeredoffhandstate; // Weapon attack triggered by velocity (puncher)
vec3_t offhandangles_temp;
vec3_t offhandoffset_temp;
//
// 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;*/
} vrClientInfo;
extern vrClientInfo *pVRClientInfo;
#ifdef __cplusplus
}
#endif
#endif //vr_client_info_h