ioq3quest/code/vr/vr_input.c

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#include "vr_input.h"
//#if __ANDROID__
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#include "../qcommon/q_shared.h"
#include "../qcommon/qcommon.h"
#include "../client/keycodes.h"
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#include "../client/client.h"
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#include "vr_base.h"
#include "../VrApi/Include/VrApi_Input.h"
#include "../VrApi/Include/VrApi_Helpers.h"
#include "vr_clientinfo.h"
#include <unistd.h>
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#ifdef USE_LOCAL_HEADERS
# include "SDL.h"
#else
# include <SDL.h>
#endif
enum {
VR_TOUCH_AXIS_UP = 1 << 0,
VR_TOUCH_AXIS_DOWN = 1 << 1,
VR_TOUCH_AXIS_LEFT = 1 << 2,
VR_TOUCH_AXIS_RIGHT = 1 << 3,
VR_TOUCH_AXIS_TRIGGER_INDEX = 1 << 4,
};
typedef struct {
uint32_t buttons;
uint32_t axisButtons;
} vrController_t;
vr_clientinfo_t vr;
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static qboolean controllerInit = qfalse;
static vrController_t leftController;
static vrController_t rightController;
static int in_vrEventTime = 0;
static double lastframetime = 0;
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static float pressedThreshold = 0.75f;
static float releasedThreshold = 0.5f;
extern cvar_t *cl_sensitivity;
extern cvar_t *m_pitch;
extern cvar_t *m_yaw;
cvar_t *vr_righthanded;
cvar_t *vr_snapturn;
float radians(float deg) {
return (deg * M_PI) / 180.0;
}
float degrees(float rad) {
return (rad * 180.0) / M_PI;
}
#ifndef EPSILON
#define EPSILON 0.001f
#endif
cvar_t *vr_extralatencymode = NULL;
cvar_t *vr_directionMode = NULL;
cvar_t *vr_mp6DoF = NULL;
void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
{
out[0] = cosf(DEG2RAD(-rotation)) * x + sinf(DEG2RAD(-rotation)) * y;
out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
}
static ovrVector3f normalizeVec(ovrVector3f vec) {
//NOTE: leave w-component untouched
//@@const float EPSILON = 0.000001f;
float xxyyzz = vec.x*vec.x + vec.y*vec.y + vec.z*vec.z;
//@@if(xxyyzz < EPSILON)
//@@ return *this; // do nothing if it is zero vector
//float invLength = invSqrt(xxyyzz);
ovrVector3f result;
float invLength = 1.0f / sqrtf(xxyyzz);
result.x = vec.x * invLength;
result.y = vec.y * invLength;
result.z = vec.z * invLength;
return result;
}
void NormalizeAngles(vec3_t angles)
{
while (angles[0] >= 90) angles[0] -= 180;
while (angles[1] >= 180) angles[1] -= 360;
while (angles[2] >= 180) angles[2] -= 360;
while (angles[0] < -90) angles[0] += 180;
while (angles[1] < -180) angles[1] += 360;
while (angles[2] < -180) angles[2] += 360;
}
void GetAnglesFromVectors(const ovrVector3f forward, const ovrVector3f right, const ovrVector3f up, vec3_t angles)
{
float sr, sp, sy, cr, cp, cy;
sp = -forward.z;
float cp_x_cy = forward.x;
float cp_x_sy = forward.y;
float cp_x_sr = -right.z;
float cp_x_cr = up.z;
float yaw = atan2(cp_x_sy, cp_x_cy);
float roll = atan2(cp_x_sr, cp_x_cr);
cy = cos(yaw);
sy = sin(yaw);
cr = cos(roll);
sr = sin(roll);
if (fabs(cy) > EPSILON)
{
cp = cp_x_cy / cy;
}
else if (fabs(sy) > EPSILON)
{
cp = cp_x_sy / sy;
}
else if (fabs(sr) > EPSILON)
{
cp = cp_x_sr / sr;
}
else if (fabs(cr) > EPSILON)
{
cp = cp_x_cr / cr;
}
else
{
cp = cos(asin(sp));
}
float pitch = atan2(sp, cp);
angles[0] = pitch / (M_PI*2.f / 360.f);
angles[1] = yaw / (M_PI*2.f / 360.f);
angles[2] = roll / (M_PI*2.f / 360.f);
NormalizeAngles(angles);
}
void QuatToYawPitchRoll(ovrQuatf q, vec3_t rotation, vec3_t out) {
ovrMatrix4f mat = ovrMatrix4f_CreateFromQuaternion( &q );
if (rotation[0] != 0.0f || rotation[1] != 0.0f || rotation[2] != 0.0f)
{
ovrMatrix4f rot = ovrMatrix4f_CreateRotation(radians(rotation[0]), radians(rotation[1]), radians(rotation[2]));
mat = ovrMatrix4f_Multiply(&mat, &rot);
}
ovrVector4f v1 = {0, 0, -1, 0};
ovrVector4f v2 = {1, 0, 0, 0};
ovrVector4f v3 = {0, 1, 0, 0};
ovrVector4f forwardInVRSpace = ovrVector4f_MultiplyMatrix4f(&mat, &v1);
ovrVector4f rightInVRSpace = ovrVector4f_MultiplyMatrix4f(&mat, &v2);
ovrVector4f upInVRSpace = ovrVector4f_MultiplyMatrix4f(&mat, &v3);
ovrVector3f forward = {-forwardInVRSpace.z, -forwardInVRSpace.x, forwardInVRSpace.y};
ovrVector3f right = {-rightInVRSpace.z, -rightInVRSpace.x, rightInVRSpace.y};
ovrVector3f up = {-upInVRSpace.z, -upInVRSpace.x, upInVRSpace.y};
ovrVector3f forwardNormal = normalizeVec(forward);
ovrVector3f rightNormal = normalizeVec(right);
ovrVector3f upNormal = normalizeVec(up);
GetAnglesFromVectors(forwardNormal, rightNormal, upNormal, out);
}
static void sendButtonActionSimple(const char* action)
{
char command[256];
snprintf( command, sizeof( command ), "%s\n", action );
Cbuf_AddText( command );
}
static float length(float x, float y)
{
return sqrtf(powf(x, 2.0f) + powf(y, 2.0f));
}
void IN_VRInit( void )
{
vr_righthanded = Cvar_Get ("vr_righthanded", "1", CVAR_ARCHIVE);
vr_snapturn = Cvar_Get ("vr_snapturn", "45", CVAR_ARCHIVE);
vr_extralatencymode = Cvar_Get ("vr_extralatencymode", "1", CVAR_ARCHIVE);
vr_directionMode = Cvar_Get ("vr_directionMode", "0", CVAR_ARCHIVE); // 0 = HMD, 1 = Off-hand
vr_mp6DoF = Cvar_Get ("vr_mp6DoF", "1", CVAR_ARCHIVE); // if 0 then multiplayer will use only 3DoF for headset
memset(&vr, 0, sizeof(vr));
}
static void IN_VRController( qboolean isRightController, ovrTracking remoteTracking )
{
if (isRightController == (vr_righthanded->integer != 0))
{
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
vec3_t rotation = {0};
rotation[PITCH] =-20.0f;
QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.weaponangles);
VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
VectorCopy(vr.weaponangles, vr.weaponangles_last);
///Weapon location relative to view
vr.weaponposition[0] = remoteTracking.HeadPose.Pose.Position.x;
vr.weaponposition[1] = remoteTracking.HeadPose.Pose.Position.y;
vr.weaponposition[2] = remoteTracking.HeadPose.Pose.Position.z;
vr.weaponoffset[0] = remoteTracking.HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.weaponoffset[1] = remoteTracking.HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.weaponoffset[2] = remoteTracking.HeadPose.Pose.Position.z - vr.hmdposition[2];
} else {
vec3_t rotation = {0};
rotation[PITCH] =-20.0f;
QuatToYawPitchRoll(remoteTracking.HeadPose.Pose.Orientation, rotation, vr.offhandangles);
///location relative to view
vr.offhandposition[0] = remoteTracking.HeadPose.Pose.Position.x;
vr.offhandposition[1] = remoteTracking.HeadPose.Pose.Position.y;
vr.offhandposition[2] = remoteTracking.HeadPose.Pose.Position.z;
vr.offhandoffset[0] = remoteTracking.HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.offhandoffset[1] = remoteTracking.HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.offhandoffset[2] = remoteTracking.HeadPose.Pose.Position.z - vr.hmdposition[2];
}
if (vr.weapon_stabilised)
{
float x = vr.offhandoffset[0] - vr.weaponoffset[0];
float y = vr.offhandoffset[1] - vr.weaponoffset[1];
float z = vr.offhandoffset[2] - vr.weaponoffset[2];
float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
-degrees(atan2f(x, -z)), vr.weaponangles[ROLL] / 2.0f); //Dampen roll on stabilised weapon
}
}
}
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static void IN_VRJoystick( qboolean isRightController, float joystickX, float joystickY )
{
vrController_t* controller = isRightController == qtrue ? &rightController : &leftController;
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if (vr.virtual_screen ||
cl.snap.ps.pm_type == PM_INTERMISSION)
{
const float x = joystickX * 5.0;
const float y = joystickY * -5.0;
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, x, y, 0, NULL);
} else
{
if (isRightController == qfalse) {
vec3_t positional;
VectorClear(positional);
vec2_t joystick;
if ( !com_sv_running || !com_sv_running->integer )
{
//multiplayer server
if (!vr_directionMode->integer) {
//HMD Based
rotateAboutOrigin(joystickX, joystickY, vr.hmdorientation[YAW], joystick);
} else {
//Off-hand based
rotateAboutOrigin(joystickX, joystickY, vr.offhandangles[YAW], joystick);
}
}
else
{
//Positional movement speed correction for when we are not hitting target framerate
int refresh = vrapi_GetSystemPropertyInt(&(VR_GetEngine()->java), VRAPI_SYS_PROP_DISPLAY_REFRESH_RATE);
float multiplier = (float)((1000.0 / refresh) / (in_vrEventTime - lastframetime));
float factor = (refresh / 72.0F) * 10.0f; // adjust positional factor based on refresh rate
rotateAboutOrigin(-vr.hmdposition_delta[0] * factor * multiplier,
vr.hmdposition_delta[2] * factor * multiplier, -vr.hmdorientation[YAW], positional);
if (!vr_directionMode->integer) {
//HMD Based
joystick[0] = joystickX;
joystick[1] = joystickY;
} else {
//Off-hand based
rotateAboutOrigin(joystickX, joystickY, vr.offhandangles[YAW] - vr.hmdorientation[YAW], joystick);
}
}
//sideways
Com_QueueEvent(in_vrEventTime, SE_JOYSTICK_AXIS, 0, joystick[0] * 127.0f + positional[0] * 127.0f, 0, NULL);
//forward/back
Com_QueueEvent(in_vrEventTime, SE_JOYSTICK_AXIS, 1, joystick[1] * 127.0f + positional[1] * 127.0f, 0, NULL);
}
else //right controller
{
//yaw
if (vr_snapturn->integer > 0)
{
int snap = 45;
if (vr_snapturn->integer > 1)
{
snap = vr_snapturn->integer;
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_RIGHT) && joystickX > pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_RIGHT;
CL_SnapTurn(snap);
} else if ((controller->axisButtons & VR_TOUCH_AXIS_RIGHT) &&
joystickX < releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_RIGHT;
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_LEFT) && joystickX < -pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_LEFT;
CL_SnapTurn(-snap);
} else if ((controller->axisButtons & VR_TOUCH_AXIS_LEFT) &&
joystickX > -releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_LEFT;
}
}
else
{
//smooth turn
const float x = joystickX * cl_sensitivity->value * m_yaw->value;
Com_QueueEvent(in_vrEventTime, SE_MOUSE, x, 0, 0, NULL);
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_UP) && joystickY > pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_UP;
sendButtonActionSimple("weapnext");
} else if ((controller->axisButtons & VR_TOUCH_AXIS_UP) &&
joystickY < releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_UP;
}
if (!(controller->axisButtons & VR_TOUCH_AXIS_DOWN) && joystickY < -pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_DOWN;
sendButtonActionSimple("weapprev");
} else if ((controller->axisButtons & VR_TOUCH_AXIS_DOWN) &&
joystickY > -releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_DOWN;
}
}
}
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}
static void IN_VRTriggers( qboolean isRightController, float index ) {
vrController_t* controller = isRightController == qtrue ? &rightController : &leftController;
if (isRightController == (vr_righthanded->integer != 0)) {
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if (!(controller->axisButtons & VR_TOUCH_AXIS_TRIGGER_INDEX) && index > pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_TRIGGER_INDEX;
Com_QueueEvent(in_vrEventTime, SE_KEY, K_MOUSE1, qtrue, 0, NULL);
} else if ((controller->axisButtons & VR_TOUCH_AXIS_TRIGGER_INDEX) && index < releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_TRIGGER_INDEX;
Com_QueueEvent(in_vrEventTime, SE_KEY, K_MOUSE1, qfalse, 0, NULL);
}
}
//off hand trigger Jump as well
if (isRightController != (vr_righthanded->integer != 0)) {
if (!(controller->axisButtons & VR_TOUCH_AXIS_TRIGGER_INDEX) && index > pressedThreshold) {
controller->axisButtons |= VR_TOUCH_AXIS_TRIGGER_INDEX;
Com_QueueEvent(in_vrEventTime, SE_KEY, K_SPACE, qtrue, 0, NULL);
} else if ((controller->axisButtons & VR_TOUCH_AXIS_TRIGGER_INDEX) && index < releasedThreshold) {
controller->axisButtons &= ~VR_TOUCH_AXIS_TRIGGER_INDEX;
Com_QueueEvent(in_vrEventTime, SE_KEY, K_SPACE, qfalse, 0, NULL);
}
}
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}
static void IN_VRButtonsChanged( qboolean isRightController, uint32_t buttons )
{
vrController_t* controller = isRightController == qtrue ? &rightController : &leftController;
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{
if ((buttons & ovrButton_Enter) && !(controller->buttons & ovrButton_Enter)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_ESCAPE, qtrue, 0, NULL);
} else if (!(buttons & ovrButton_Enter) && (controller->buttons & ovrButton_Enter)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_ESCAPE, qfalse, 0, NULL);
}
}
if (isRightController != (vr_righthanded->integer != 0))
{
if ((buttons & ovrButton_GripTrigger) && !(controller->buttons & ovrButton_GripTrigger)) {
vr.weapon_stabilised = qtrue;
} else if (!(buttons & ovrButton_GripTrigger) && (controller->buttons & ovrButton_GripTrigger)) {
vr.weapon_stabilised = qfalse;
}
}
//Jump
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if ((buttons & ovrButton_A) && !(controller->buttons & ovrButton_A)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_SPACE, qtrue, 0, NULL);
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} else if (!(buttons & ovrButton_A) && (controller->buttons & ovrButton_A)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_SPACE, qfalse, 0, NULL);
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}
if ((buttons & ovrButton_B) && !(controller->buttons & ovrButton_B)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, 'c', qtrue, 0, NULL);
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} else if (!(buttons & ovrButton_B) && (controller->buttons & ovrButton_B)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, 'c', qfalse, 0, NULL);
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}
if (isRightController) {
if (vr_righthanded->integer) {
//Right thumbstick is "use item"
if ((buttons & ovrButton_RThumb) && !(controller->buttons & ovrButton_RThumb)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_ENTER, qtrue, 0, NULL);
} else if (!(buttons & ovrButton_RThumb) && (controller->buttons & ovrButton_RThumb)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_ENTER, qfalse, 0, NULL);
}
}
else {
//right thumbstick is scoreboard
if ((buttons & ovrButton_RThumb) && !(controller->buttons & ovrButton_RThumb)) {
sendButtonActionSimple("+scores");
} else if (!(buttons & ovrButton_RThumb) && (controller->buttons & ovrButton_RThumb)) {
sendButtonActionSimple("-scores");
}
}
} else {
if (vr_righthanded->integer) {
//left thumbstick is scoreboard
if ((buttons & ovrButton_LThumb) && !(controller->buttons & ovrButton_LThumb)) {
sendButtonActionSimple("+scores");
} else if (!(buttons & ovrButton_LThumb) && (controller->buttons & ovrButton_LThumb)) {
sendButtonActionSimple("-scores");
}
} else {
//left thumbstick is "use item"
if ((buttons & ovrButton_LThumb) && !(controller->buttons & ovrButton_LThumb)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_ENTER, qtrue, 0, NULL);
} else if (!(buttons & ovrButton_LThumb) && (controller->buttons & ovrButton_LThumb)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_ENTER, qfalse, 0, NULL);
}
}
}
//Taunt / Gesture
if ((buttons & ovrButton_X) && !(controller->buttons & ovrButton_X)) {
sendButtonActionSimple("+button3");
//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_X, qtrue, 0, NULL);
} else if (!(buttons & ovrButton_X) && (controller->buttons & ovrButton_X)) {
sendButtonActionSimple("-button3");
//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_X, qfalse, 0, NULL);
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}
if ((buttons & ovrButton_Y) && !(controller->buttons & ovrButton_Y)) {
int thirdPerson = Cvar_VariableIntegerValue("cg_thirdPerson");
Cvar_SetValue("cg_thirdPerson", 1-thirdPerson);
//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qtrue, 0, NULL);
} else if (!(buttons & ovrButton_Y) && (controller->buttons & ovrButton_Y)) {
//Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qfalse, 0, NULL);
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}
controller->buttons = buttons;
}
void IN_VRInputFrame( void )
{
if (controllerInit == qfalse) {
memset(&leftController, 0, sizeof(leftController));
memset(&rightController, 0, sizeof(rightController));
controllerInit = qtrue;
}
ovrMobile* ovr = VR_GetEngine()->ovr;
if (!ovr) {
return;
}
ovrResult result;
if (vr_extralatencymode != NULL &&
vr_extralatencymode->integer) {
result = vrapi_SetExtraLatencyMode(VR_GetEngine()->ovr, VRAPI_EXTRA_LATENCY_MODE_ON);
assert(result == VRAPI_INITIALIZE_SUCCESS);
}
result = vrapi_SetClockLevels(VR_GetEngine()->ovr, 4, 4);
assert(result == VRAPI_INITIALIZE_SUCCESS);
vr.virtual_screen = VR_useScreenLayer();
{
// We extract Yaw, Pitch, Roll instead of directly using the orientation
// to allow "additional" yaw manipulation with mouse/controller.
const ovrQuatf quatHmd = VR_GetEngine()->tracking.HeadPose.Pose.Orientation;
const ovrVector3f positionHmd = VR_GetEngine()->tracking.HeadPose.Pose.Position;
vec3_t rotation = {0, 0, 0};
QuatToYawPitchRoll(quatHmd, rotation, vr.hmdorientation);
VectorSet(vr.hmdposition, positionHmd.x, positionHmd.y, positionHmd.z);
//Position
VectorSubtract(vr.hmdposition_last, vr.hmdposition, vr.hmdposition_delta);
//Keep this for our records
VectorCopy(vr.hmdposition, vr.hmdposition_last);
//Orientation
VectorSubtract(vr.hmdorientation_last, vr.hmdorientation, vr.hmdorientation_delta);
//Keep this for our records
VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
}
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ovrInputCapabilityHeader capsHeader;
uint32_t index = 0;
for (;;) {
ovrResult enumResult = vrapi_EnumerateInputDevices(ovr, index, &capsHeader);
if (enumResult < 0) {
break;
}
++index;
if (capsHeader.Type != ovrControllerType_TrackedRemote) {
continue;
}
ovrInputTrackedRemoteCapabilities caps;
caps.Header = capsHeader;
ovrResult capsResult = vrapi_GetInputDeviceCapabilities(ovr, &caps.Header);
if (capsResult < 0) {
continue;
}
ovrInputStateTrackedRemote state;
state.Header.ControllerType = ovrControllerType_TrackedRemote;
ovrResult stateResult = vrapi_GetCurrentInputState(ovr, capsHeader.DeviceID, &state.Header);
if (stateResult < 0) {
continue;
}
ovrTracking remoteTracking;
stateResult = vrapi_GetInputTrackingState(ovr, capsHeader.DeviceID, VR_GetEngine()->predictedDisplayTime,
&remoteTracking);
if (stateResult < 0) {
continue;
}
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qboolean isRight;
vrController_t* controller;
if (caps.ControllerCapabilities & ovrControllerCaps_LeftHand) {
isRight = qfalse;
controller = &leftController;
} else if (caps.ControllerCapabilities & ovrControllerCaps_RightHand) {
isRight = qtrue;
controller = &rightController;
}
else {
continue;
}
if (controller->buttons ^ state.Buttons) {
IN_VRButtonsChanged(isRight, state.Buttons);
}
IN_VRController(isRight, remoteTracking);
IN_VRJoystick(isRight, state.Joystick.x, state.Joystick.y);
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IN_VRTriggers(isRight, state.IndexTrigger);
}
lastframetime = in_vrEventTime;
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in_vrEventTime = Sys_Milliseconds( );
}
//#endif