ioq3quest/code/vr/vr_clientinfo.h
Simon 2e97da5dda Small tweaks
- HUD models draw correctly now
- Increased the HUNK allocation limit so no more failues with Hunk_Alloc
- adjusted positional factor for adjusted worldscale
- scaled all weapons to 75% as that feels a bit better until such a time as better scaling/position is agreed
2022-01-31 23:32:27 +00:00

45 lines
No EOL
1.2 KiB
C

#if !defined(vr_clientinfo_h)
#define vr_clientinfo_h
#include "vr_base.h"
#define NUM_WEAPON_SAMPLES 10
typedef struct {
qboolean weapon_stabilised;
qboolean right_handed;
qboolean fullscreen;
vec3_t hmdposition;
vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
vec3_t hmdposition_delta;
vec3_t hmdorientation;
vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
vec3_t hmdorientation_delta;
vec3_t weaponangles;
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta;
vec3_t current_weaponoffset;
vec3_t calculated_weaponoffset;
float current_weaponoffset_timestamp;
vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
vec3_t offhandangles;
vec3_t offhandoffset;
//////////////////////////////////////
// Test stuff for weapon alignment
//////////////////////////////////////
char test_name[256];
float test_scale;
vec3_t test_angles;
vec3_t test_offset;
} vr_clientinfo_t;
#endif //vr_clientinfo_h