mirror of
https://github.com/DrBeef/Doom3Quest.git
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15f78d843b
Bringing all the changes done (mostly by baggyg) in the OVRPassToVR branch bringing over the major FP related changes to master. Please refer to that branch for the individual changes that have all been brought over in this single commit. Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
101 lines
No EOL
2.6 KiB
C
101 lines
No EOL
2.6 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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int holsteritemactive; //0 - nothing, 1 - flashlight
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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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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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