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Two handed weapons only triggered when < 40cm between controllers
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parent
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commit
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3 changed files with 17 additions and 7 deletions
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@ -1724,7 +1724,7 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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if (trap_Cvar_VariableValue("vr_lasersight") != 0.0f && !vr->no_crosshair)
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if (trap_Cvar_VariableValue("vr_lasersight") != 0.0f && !vr->no_crosshair)
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{
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{
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vec3_t forward, end, dir;
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vec3_t forward, end;
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AngleVectors(angles, forward, NULL, NULL);
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AngleVectors(angles, forward, NULL, NULL);
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VectorMA(hand.origin, 4096, forward, end);
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VectorMA(hand.origin, 4096, forward, end);
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trace_t trace;
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trace_t trace;
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@ -2195,7 +2195,7 @@ void CG_DrawWeaponSelector( void )
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vec3_t diff;
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vec3_t diff;
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VectorSubtract(selectorOrigin, iconOrigin, diff);
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VectorSubtract(selectorOrigin, iconOrigin, diff);
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float length = VectorLength(diff);
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float length = VectorLength(diff);
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if (length <= 1.5f &&
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if (length <= 1.4f &&
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frac == 1.0f &&
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frac == 1.0f &&
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selectable)
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selectable)
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{
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{
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@ -1027,13 +1027,13 @@ GraphicsOptions_MenuInit
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*/
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*/
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void GraphicsOptions_MenuInit( void )
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void GraphicsOptions_MenuInit( void )
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{
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{
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static const char *s_driver_names[] =
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/* static const char *s_driver_names[] =
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{
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{
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"Default",
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"Default",
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"Voodoo",
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"Voodoo",
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NULL
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NULL
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};
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};
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*/
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static const char *tq_names[] =
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static const char *tq_names[] =
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{
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{
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"Default",
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"Default",
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@ -1081,13 +1081,13 @@ void GraphicsOptions_MenuInit( void )
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"High",
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"High",
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NULL
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NULL
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};
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};
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static const char *enabled_names[] =
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/* static const char *enabled_names[] =
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{
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{
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"Off",
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"Off",
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"On",
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"On",
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NULL
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NULL
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};
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};
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static const char *s_refreshrate[] =
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*/ static const char *s_refreshrate[] =
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{
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{
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"60",
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"60",
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"72 (Recommended)",
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"72 (Recommended)",
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@ -259,7 +259,17 @@ static qboolean IN_SendButtonAction(const char* action, qboolean pressed, qboole
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}
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}
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else if (strcmp(action, "+weapon_stabilise") == 0)
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else if (strcmp(action, "+weapon_stabilise") == 0)
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{
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{
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vr.weapon_stabilised = pressed;
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//stabilised weapon only triggered when controllers close enough (40cm) to each other
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if (pressed)
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{
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vec3_t l;
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VectorSubtract(vr.weaponposition, vr.offhandposition, l);
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vr.weapon_stabilised = VectorLength(l) < 0.4f;
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}
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else
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{
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vr.weapon_stabilised = qfalse;
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}
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}
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}
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//Special case for moveup as we can send a space key instead allowing us to skip
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//Special case for moveup as we can send a space key instead allowing us to skip
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//server search in the server menu
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//server search in the server menu
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