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https://github.com/DrBeef/ioq3quest.git
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Small fixes
- Made bullet and rocket impacts work on bHaptics again - Removed the replacement background (will be supplied by companion app in future)
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5 changed files with 6 additions and 5 deletions
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@ -1217,6 +1217,10 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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trap_S_StartSound(NULL, es->number, CHAN_VOICE, CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
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}
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if(es->clientNum == cg.snap->ps.clientNum)
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{
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trap_HapticEvent("fireball", 0, 0, 100, 0, 0);
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}
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break;
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@ -97,7 +97,7 @@ void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
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vec3_t dir;
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vec3_t angles;
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float dist;
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float yaw, pitch;
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float yaw=0, pitch=0;
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// show the attacking player's head and name in corner
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cg.attackerTime = cg.time;
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@ -425,7 +425,7 @@ void VR_HapticEvent(const char* event, int position, int flags, int intensity, f
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engine_t* engine = VR_GetEngine();
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jstring StringArg1 = (*(engine->java.Env))->NewStringUTF(engine->java.Env, event);
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(*(engine->java.Env))->CallVoidMethod(engine->java.Env, engine->java.ActivityObject, android_haptic_event, StringArg1, position, flags, intensity * vr_hapticIntensity->value, angle, yHeight);
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(*(engine->java.Env))->CallVoidMethod(engine->java.Env, engine->java.ActivityObject, android_haptic_event, StringArg1, position, flags, (int)(intensity * vr_hapticIntensity->value), angle, yHeight);
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//Controller Haptic Support
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int weaponFireChannel = vr.weapon_stabilised ? 3 : (vr_righthanded->integer ? 2 : 1);
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@ -104,9 +104,6 @@ public class MainActivity extends SDLActivity // implements KeyEvent.Callback
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copy_asset("/sdcard/ioquake3Quest/baseq3", "pakQ3Q.pk3", true);
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copy_asset("/sdcard/ioquake3Quest/missionpack", "pakQ3Q.pk3", true);
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//Copy omarlego's background image pak
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copy_asset("/sdcard/ioquake3Quest/baseq3", "pak66.pk3", false);
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//If open arena is installed then copy necessary stuff
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if (new File("/sdcard/ioquake3Quest/baseoa").exists()) {
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copy_asset("/sdcard/ioquake3Quest/baseoa", "autoexec_oa.cfg", "autoexec.cfg", false);
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