Small fixes

- Made bullet and rocket impacts work on bHaptics again
- Removed the replacement background (will be supplied by companion app in future)
This commit is contained in:
Simon 2022-04-23 19:39:56 +01:00
parent b6d32ac8f2
commit d0bb44654f
5 changed files with 6 additions and 5 deletions

View file

@ -1217,6 +1217,10 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
}
if(es->clientNum == cg.snap->ps.clientNum)
{
trap_HapticEvent("fireball", 0, 0, 100, 0, 0);
}
break;

View file

@ -97,7 +97,7 @@ void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
vec3_t dir;
vec3_t angles;
float dist;
float yaw, pitch;
float yaw=0, pitch=0;
// show the attacking player's head and name in corner
cg.attackerTime = cg.time;

View file

@ -425,7 +425,7 @@ void VR_HapticEvent(const char* event, int position, int flags, int intensity, f
engine_t* engine = VR_GetEngine();
jstring StringArg1 = (*(engine->java.Env))->NewStringUTF(engine->java.Env, event);
(*(engine->java.Env))->CallVoidMethod(engine->java.Env, engine->java.ActivityObject, android_haptic_event, StringArg1, position, flags, intensity * vr_hapticIntensity->value, angle, yHeight);
(*(engine->java.Env))->CallVoidMethod(engine->java.Env, engine->java.ActivityObject, android_haptic_event, StringArg1, position, flags, (int)(intensity * vr_hapticIntensity->value), angle, yHeight);
//Controller Haptic Support
int weaponFireChannel = vr.weapon_stabilised ? 3 : (vr_righthanded->integer ? 2 : 1);

View file

@ -104,9 +104,6 @@ public class MainActivity extends SDLActivity // implements KeyEvent.Callback
copy_asset("/sdcard/ioquake3Quest/baseq3", "pakQ3Q.pk3", true);
copy_asset("/sdcard/ioquake3Quest/missionpack", "pakQ3Q.pk3", true);
//Copy omarlego's background image pak
copy_asset("/sdcard/ioquake3Quest/baseq3", "pak66.pk3", false);
//If open arena is installed then copy necessary stuff
if (new File("/sdcard/ioquake3Quest/baseoa").exists()) {
copy_asset("/sdcard/ioquake3Quest/baseoa", "autoexec_oa.cfg", "autoexec.cfg", false);