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Merge pull request #7 from petr666/feature/apply-vignette-to-smooth-turn
Apply vignette to smooth turn
This commit is contained in:
commit
e86582ebd3
3 changed files with 16 additions and 1 deletions
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@ -2601,7 +2601,7 @@ static void CG_DrawVignette( void )
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return;
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}
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if (VectorLength(cg.predictedPlayerState.velocity) > 30.0)
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if (VectorLength(cg.predictedPlayerState.velocity) > 30.0 || vr->smooth_turning)
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{
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if (currentComfortVignetteValue < comfortVignetteValue)
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{
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@ -20,6 +20,7 @@ typedef struct {
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qboolean local_server; // used in bg_pmove.c
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followMode_t follow_mode;
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qboolean weapon_select;
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qboolean smooth_turning;
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int realign; // used to realign the fake 6DoF playspace in a multiplayer game
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@ -516,6 +516,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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if (joystickY > releasedThreshold) {
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// stop left & right
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vr.smooth_turning = false;
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if ((controller->axisButtons & VR_TOUCH_AXIS_LEFT) && IN_GetButtonAction("RTHUMBLEFT", action)) {
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IN_SendButtonAction(action, qfalse);
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}
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@ -590,6 +591,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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} else if (joystickY < -releasedThreshold) {
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// stop left & right
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vr.smooth_turning = false;
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if ((controller->axisButtons & VR_TOUCH_AXIS_LEFT) && IN_GetButtonAction("RTHUMBLEFT", action)) {
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IN_SendButtonAction(action, qfalse);
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}
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@ -699,6 +701,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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// left action
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if (IN_GetButtonAction("RTHUMBLEFT", action)) {
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vr.smooth_turning = false;
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if (!(controller->axisButtons & VR_TOUCH_AXIS_LEFT)) {
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IN_SendButtonAction(action, qtrue);
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}
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@ -706,6 +709,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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// yaw (snap turn)
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} else if (vr_snapturn->integer > 0) {
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vr.smooth_turning = false;
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int snap = 45;
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if (vr_snapturn->integer > 1) {
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snap = vr_snapturn->integer;
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@ -716,6 +720,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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// yaw (smooth turn)
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} else {
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vr.smooth_turning = true;
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const float x = joystickX * cl_sensitivity->value * m_yaw->value;
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, x, 0, 0, NULL);
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}
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@ -723,6 +728,9 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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controller->axisButtons |= VR_TOUCH_AXIS_LEFT;
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} else if (joystickX > -releasedThreshold) {
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if (joystickX < releasedThreshold) {
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vr.smooth_turning = false;
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}
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if ((controller->axisButtons & VR_TOUCH_AXIS_LEFT) && IN_GetButtonAction("RTHUMBLEFT", action)) {
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IN_SendButtonAction(action, qfalse);
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}
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@ -734,6 +742,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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// right action
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if (IN_GetButtonAction("RTHUMBRIGHT", action)) {
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vr.smooth_turning = false;
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if (!(controller->axisButtons & VR_TOUCH_AXIS_RIGHT)) {
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IN_SendButtonAction(action, qtrue);
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}
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@ -741,6 +750,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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// yaw (snap turn)
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} else if (vr_snapturn->integer > 0) {
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vr.smooth_turning = false;
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int snap = 45;
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if (vr_snapturn->integer > 1) {
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snap = vr_snapturn->integer;
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@ -751,6 +761,7 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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// yaw (smooth turn)
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} else {
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vr.smooth_turning = true;
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const float x = joystickX * cl_sensitivity->value * m_yaw->value;
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, x, 0, 0, NULL);
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}
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@ -758,6 +769,9 @@ static void IN_VRJoystick( qboolean isRightController, float joystickX, float jo
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controller->axisButtons |= VR_TOUCH_AXIS_RIGHT;
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} else if (joystickX < releasedThreshold) {
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if (joystickX > -releasedThreshold) {
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vr.smooth_turning = false;
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}
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if ((controller->axisButtons & VR_TOUCH_AXIS_RIGHT) && IN_GetButtonAction("RTHUMBRIGHT", action)) {
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IN_SendButtonAction(action, qfalse);
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}
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