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Fix the issue of comfort vignette not working while smooth turning
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4c8719b9b8
commit
ead81a8886
3 changed files with 9 additions and 12 deletions
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@ -2603,7 +2603,8 @@ 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 || vr->smooth_turning)
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const float yawDelta = abs(vr->clientview_yaw_delta);
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if (VectorLength(cg.predictedPlayerState.velocity) > 30.0 || (yawDelta > 0 && yawDelta < 20) || (yawDelta > 340))
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{
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if (currentComfortVignetteValue < comfortVignetteValue)
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{
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@ -19,12 +19,13 @@ typedef struct {
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vrFollowMode_t follow_mode;
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qboolean weapon_select;
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qboolean weapon_select_autoclose;
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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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int clientNum;
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vec3_t clientviewangles; //orientation in the client - we use this in the cgame
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float clientview_yaw_last; // Don't use this, it is just for calculating delta!
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float clientview_yaw_delta;
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vec3_t hmdposition;
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vec3_t hmdorigin; //used to recenter the mp fake 6DoF playspace
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@ -291,11 +291,6 @@ static qboolean IN_SendButtonAction(const char* action, qboolean pressed, qboole
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}
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CL_SnapTurn(-snap);
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} else { // yaw (smooth turn)
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// TODO How to disable this once enabled?
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// (In this method i do not know to which button it is assigned and
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// since i need to invoke the button repeatedly, i will not receive
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// the "pressed=false" event)
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// vr.smooth_turning = true;
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float value = (isThumbstickAxis ? axisValue : 1.0f) * cl_sensitivity->value * m_yaw->value;
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, -value, 0, 0, NULL);
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return qtrue;
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@ -308,11 +303,6 @@ static qboolean IN_SendButtonAction(const char* action, qboolean pressed, qboole
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}
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CL_SnapTurn(snap);
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} else { // yaw (smooth turn)
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// TODO How to disable this once enabled?
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// (In this method i do not know to which button it is assigned and
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// since i need to invoke the button repeatedly, i will not receive
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// the "pressed=false" event)
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// vr.smooth_turning = true;
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float value = (isThumbstickAxis ? axisValue : 1.0f) * cl_sensitivity->value * m_yaw->value;
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Com_QueueEvent(in_vrEventTime, SE_MOUSE, value, 0, 0, NULL);
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return qtrue;
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@ -1164,6 +1154,11 @@ void IN_VRInputFrame( void )
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//Keep this for our records
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VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
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// View yaw delta
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const float clientview_yaw = vr.clientviewangles[YAW] - vr.hmdorientation[YAW];
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vr.clientview_yaw_delta = vr.clientview_yaw_last - clientview_yaw;
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vr.clientview_yaw_last = clientview_yaw;
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}
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