mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-29 15:21:54 +00:00
Use HUD depth for HMD weapon selector depth
Also, ensure TA draws flags when picked up and ensure flag model is 1/10th size (so as not to obscure view)
This commit is contained in:
parent
6c637821b6
commit
f8987d408d
3 changed files with 21 additions and 19 deletions
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@ -479,7 +479,7 @@ static void CG_DrawStatusBarHead( float x ) {
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}
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#endif // MISSIONPACK
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/*
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/*c
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================
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CG_DrawStatusBarFlag
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@ -2901,7 +2901,7 @@ void CG_DrawActive( void ) {
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vec3_t forward, right, up;
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float scale = trap_Cvar_VariableValue("vr_worldscaleScaler");
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float dist = (trap_Cvar_VariableValue("vr_hudDepth")+2) * 6 * scale;
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float dist = (trap_Cvar_VariableValue("vr_hudDepth")+2) * 5 * scale;
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float radius = dist / 3.0f;
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if (cg.snap->ps.stats[STAT_HEALTH] > 0 &&
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@ -1908,7 +1908,7 @@ static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
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ci = &cgs.clientinfo[ cent->currentState.clientNum ];
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// redflag
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if ( powerups & ( 1 << PW_REDFLAG ) ) {
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if (ci->newAnims) {
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if (ci->newAnims && cent->currentState.clientNum != vr->clientNum) {
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CG_PlayerFlag( cent, cgs.media.redFlagFlapSkin, torso );
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}
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else {
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@ -1921,7 +1921,7 @@ static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
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// blueflag
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if ( powerups & ( 1 << PW_BLUEFLAG ) ) {
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if (ci->newAnims){
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if (ci->newAnims && cent->currentState.clientNum != vr->clientNum){
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CG_PlayerFlag( cent, cgs.media.blueFlagFlapSkin, torso );
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}
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else {
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@ -1934,7 +1934,7 @@ static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
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// neutralflag
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if ( powerups & ( 1 << PW_NEUTRALFLAG ) ) {
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if (ci->newAnims) {
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if (ci->newAnims && cent->currentState.clientNum != vr->clientNum) {
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CG_PlayerFlag( cent, cgs.media.neutralFlagFlapSkin, torso );
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}
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else {
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@ -2068,19 +2068,21 @@ void CG_DrawWeaponSelector( void )
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}
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const int selectorMode = (int)trap_Cvar_VariableValue("vr_weaponSelectorMode");
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float DEPTH = 5.0f;
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float RAD = 4.0f;
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float SCALE = 0.05f;
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float dist = 10.0f;
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float radius = 4.0f;
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float scale = 0.05f;
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if (selectorMode == WS_HMD) // HMD locked
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{
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VectorCopy(vr->hmdorientation, cg.weaponSelectorAngles);
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VectorCopy(vr->hmdposition, cg.weaponSelectorOrigin);
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VectorClear(cg.weaponSelectorOffset);
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DEPTH = 7.5f; // push a bit further away from the HMD origin
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dist = (trap_Cvar_VariableValue("vr_hudDepth")+2) * 5;
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radius = dist / 3.0f;
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scale = 0.04f + 0.02f * (trap_Cvar_VariableValue("vr_hudDepth")+1);
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}
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float frac = (cg.time - cg.weaponSelectorTime) / (20 * DEPTH);
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float frac = (cg.time - cg.weaponSelectorTime) / 100.0f;
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if (frac > 1.0f) frac = 1.0f;
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vec3_t controllerOrigin, controllerAngles, controllerOffset, selectorOrigin;
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@ -2103,7 +2105,7 @@ void CG_DrawWeaponSelector( void )
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}
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VectorCopy(wheelOrigin, beamOrigin);
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VectorMA(wheelOrigin, ((DEPTH*2.0f)*((selectorMode == WS_CONTROLLER) ? frac : 1.0f)), wheelForward, wheelOrigin);
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VectorMA(wheelOrigin, (dist * ((selectorMode == WS_CONTROLLER) ? frac : 1.0f)), wheelForward, wheelOrigin);
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VectorCopy(wheelOrigin, selectorOrigin);
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const int switchThumbsticks = (int)trap_Cvar_VariableValue("vr_switchThumbsticks");
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@ -2138,17 +2140,17 @@ void CG_DrawWeaponSelector( void )
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y = thumbstickAxisY;
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}
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VectorMA(selectorOrigin, RAD * x, wheelRight, selectorOrigin);
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VectorMA(selectorOrigin, RAD * y, wheelUp, selectorOrigin);
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VectorMA(selectorOrigin, radius * x, wheelRight, selectorOrigin);
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VectorMA(selectorOrigin, radius * y, wheelUp, selectorOrigin);
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{
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refEntity_t blob;
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memset( &blob, 0, sizeof( blob ) );
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VectorCopy( selectorOrigin, blob.origin );
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AnglesToAxis(vec3_origin, blob.axis);
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VectorScale( blob.axis[0], SCALE - 0.01f, blob.axis[0] );
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VectorScale( blob.axis[1], SCALE - 0.01f, blob.axis[1] );
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VectorScale( blob.axis[2], SCALE - 0.01f, blob.axis[2] );
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VectorScale( blob.axis[0], scale - 0.01f, blob.axis[0] );
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VectorScale( blob.axis[1], scale - 0.01f, blob.axis[1] );
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VectorScale( blob.axis[2], scale - 0.01f, blob.axis[2] );
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blob.nonNormalizedAxes = qtrue;
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blob.hModel = cgs.media.smallSphereModel;
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trap_R_AddRefEntityToScene( &blob );
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@ -2197,7 +2199,7 @@ void CG_DrawWeaponSelector( void )
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vec3_t forward, up;
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AngleVectors(angles, forward, NULL, up);
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VectorMA(wheelOrigin, (RAD*frac), up, iconOrigin);
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VectorMA(wheelOrigin, (radius*frac), up, iconOrigin);
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VectorMA(iconOrigin, 0.2f, forward, iconBackground);
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VectorMA(iconOrigin, -0.2f, forward, iconForeground);
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@ -2280,7 +2282,7 @@ void CG_DrawWeaponSelector( void )
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iconAngles[ROLL] -= 90.0f;
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}
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float weaponScale = ((SCALE+0.02f)*frac) +
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float weaponScale = ((scale+0.02f)*frac) +
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(cg.weaponSelectorSelection == weaponId ? 0.04f : 0);
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AnglesToAxis(iconAngles, ent.axis);
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