ioq3quest/code/vr/vr_clientinfo.h
Simon ddd73940df Big Update!
- bHaptics Support!!
- In CTF you now carry the flag in your off-hand when you pick it up
- Hopefully aligned the railgun scope a little better
- Toggle for weapon autoswitch in the VR menu
- Improved realign logic to delay a few frames (which hopefully means fewer misalignment issues)
- Set Ceon's new master server in the autoexec.cfg
2022-02-22 23:48:35 +00:00

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1.4 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 weapon_zoomed;
float weapon_zoomLevel;
qboolean right_handed;
qboolean virtual_screen;
qboolean local_server; // used in bg_pmove.c
int realign; // used to realign the weapon/playspace in a multiplayer game
int realign_pitch; // used to realign the weapon pitch in a multiplayer game
int clientNum;
vec3_t hmdposition;
vec3_t hmdorigin; //used to recenter the mp fake 6DoF playspace
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 weaponoffset;
vec3_t weaponoffset_last[2];
vec3_t weaponposition;
vec3_t offhandangles;
vec3_t offhandoffset;
vec3_t offhandoffset_last[2];
vec3_t offhandposition;
//////////////////////////////////////
// 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