FIxed issue with starting mods from in game

- Ensured the renderer and the sound are reinitialised correctly
This commit is contained in:
Simon 2022-02-16 22:27:21 +00:00
parent ebcec93abc
commit 2a5f027d59
5 changed files with 14 additions and 4 deletions

View file

@ -299,6 +299,8 @@ void SNDDMA_Shutdown( void ) {
bqPlayerObject = NULL;
outputMixObject = NULL;
engineObject = NULL;
snd_inited = 0;
}
/*

View file

@ -244,6 +244,7 @@ int max_polyverts;
** setting variables, checking GL constants, and reporting the gfx system config
** to the user.
*/
void VR_ReInitRenderer();
static void InitOpenGL( void )
{
//
@ -295,6 +296,8 @@ static void InitOpenGL( void )
// set default state
GL_SetDefaultState();
VR_ReInitRenderer();
}
/*

View file

@ -68,6 +68,7 @@ void VR_InitCvars( void )
Cvar_Get ("vr_weapon_adjustment_8", "0.8,-4.5,6,1.5,0,0,0", CVAR_ARCHIVE);
Cvar_Get ("vr_weapon_adjustment_9", "0.8,-5.5,6,0,0,0,0", CVAR_ARCHIVE);
//Team Arena Weapons
Cvar_Get ("vr_weapon_adjustment_10", "0.8,-5.5,6,0,0,0,0", CVAR_ARCHIVE);
Cvar_Get ("vr_weapon_adjustment_11", "0.8,-5.5,6,0,0,0,0", CVAR_ARCHIVE);
Cvar_Get ("vr_weapon_adjustment_12", "0.8,-5.5,6,0,0,0,0", CVAR_ARCHIVE);

View file

@ -459,17 +459,15 @@ static void IN_VRButtonsChanged( qboolean isRightController, uint32_t buttons )
//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);
}
// Y button - unassigned right now
if ((buttons & ovrButton_Y) && !(controller->buttons & ovrButton_Y)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qtrue, 0, NULL);
//Actually want this to reset the player location
vr.realign_weapon = qtrue;
} else if (!(buttons & ovrButton_Y) && (controller->buttons & ovrButton_Y)) {
Com_QueueEvent(in_vrEventTime, SE_KEY, K_PAD0_Y, qfalse, 0, NULL);
}
controller->buttons = buttons;

View file

@ -120,6 +120,12 @@ void VR_DestroyRenderer( engine_t* engine ) {
}
void VR_ReInitRenderer()
{
VR_DestroyRenderer( VR_GetEngine() );
VR_InitRenderer( VR_GetEngine() );
}
// Assumes landscape cylinder shape.
static ovrMatrix4f CylinderModelMatrix( const int texWidth, const int texHeight,