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68 lines
No EOL
1.9 KiB
C
68 lines
No EOL
1.9 KiB
C
#if !defined(vr_clientinfo_h)
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#define vr_clientinfo_h
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#include "vr_base.h"
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#define NUM_WEAPON_SAMPLES 10
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#define THUMB_LEFT 0
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#define THUMB_RIGHT 1
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typedef struct {
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float fov_x;
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float fov_y;
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qboolean weapon_stabilised;
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qboolean weapon_zoomed;
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qboolean show_console;
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float weapon_zoomLevel;
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qboolean right_handed;
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qboolean virtual_screen;
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qboolean local_server;
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qboolean single_player;
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qboolean use_fake_6dof;
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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 no_crosshair;
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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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vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
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vec3_t hmdposition_delta;
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vec3_t hmdorientation;
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vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
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vec3_t hmdorientation_delta;
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vec3_t weaponangles;
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vec3_t calculated_weaponangles; //Calculated as the angle required to hit the point that the controller is pointing at, but coming from the view origin
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vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
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vec3_t weaponangles_delta;
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vec3_t weaponoffset;
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vec3_t weaponoffset_last[2];
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vec3_t weaponposition;
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vec3_t offhandangles;
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vec3_t offhandangles2;
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vec3_t offhandoffset;
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vec3_t offhandoffset_last[2];
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vec3_t offhandposition;
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vec2_t thumbstick_location[2]; //left / right thumbstick locations - used in cgame
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float menuYaw;
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int *menuCursorX;
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int *menuCursorY;
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qboolean menuLeftHanded;
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} vr_clientinfo_t;
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#endif //vr_clientinfo_h
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