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WIP: Real Fake Angles
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2 changed files with 17 additions and 0 deletions
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@ -635,6 +635,21 @@ static int CG_CalcViewValues( void ) {
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ps = &cg.predictedPlayerState;
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/*
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vec3_t weaponorigin, weaponangles;
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CG_CalculateVRWeaponPosition(weaponorigin, weaponangles, qfalse);
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vec3_t forward, end, dir;
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AngleVectors(weaponangles, forward, NULL, NULL);
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VectorMA(weaponorigin, 2048, forward, end);
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trace_t trace;
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CG_Trace( &trace, ps->origin, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID );
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VectorSubtract(trace.endpos, ps->origin, dir);
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VectorCopy(vr->calculated_weaponangles, vr->last_calculated_weaponangles);
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vectoangles(dir, vr->calculated_weaponangles);
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//convert to real-world angles
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vr->calculated_weaponangles[YAW] -= (cg.refdefViewAngles[YAW] - vr->last_calculated_weaponangles[YAW]);
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*/
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//HACK!! - should change this to a renderer function call
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//Indicate to renderer whether we are in deathcam mode, We don't want sky in death cam mode
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trap_Cvar_Set( "vr_deathCam", ((ps->stats[STAT_HEALTH] <= 0) &&
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@ -28,6 +28,8 @@ typedef struct {
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vec3_t hmdorientation_delta;
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vec3_t weaponangles;
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// vec3_t calculated_weaponangles;
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// vec3_t last_calculated_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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