WIP: Real Fake Angles

This commit is contained in:
Simon 2022-02-25 22:57:22 +00:00
parent 2f098c1059
commit 7afb11c4b6
2 changed files with 17 additions and 0 deletions

View file

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

View file

@ -28,6 +28,8 @@ typedef struct {
vec3_t hmdorientation_delta;
vec3_t weaponangles;
// vec3_t calculated_weaponangles;
// vec3_t last_calculated_weaponangles;
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta;