2022-09-18 15:37:21 +00:00
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#if !defined(vr_client_info_h)
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#define vr_client_info_h
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#define NUM_WEAPON_SAMPLES 10
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typedef struct {
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2022-10-26 22:37:42 +00:00
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bool cin_camera; // cinematic camera taken over
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bool misc_camera; // looking through a misc camera view entity
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2022-09-27 22:19:12 +00:00
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bool using_screen_layer;
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2022-09-18 15:37:21 +00:00
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float fov;
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2022-09-27 22:19:12 +00:00
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bool immersive_cinematics;
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2022-09-19 21:46:47 +00:00
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bool weapon_stabilised;
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bool right_handed;
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bool player_moving;
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bool mountedgun;
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2022-10-12 21:35:27 +00:00
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int cgzoommode;
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2022-09-18 15:37:21 +00:00
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2022-10-20 16:47:12 +00:00
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int weaponid;
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int forceid;
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2022-09-18 15:37:21 +00:00
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vec3_t hmdposition;
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vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
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2022-10-30 23:15:58 +00:00
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vec3_t hmdposition_delta; // delta since last frame
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vec3_t hmdposition_snap; // The position the HMD was in last time the menu was up (snapshot position)
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vec3_t hmdposition_offset; // offset from the position the HMD was in last time the menu was up
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2022-09-18 15:37:21 +00:00
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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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2022-10-30 23:15:58 +00:00
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vec3_t hmdorientation_snap;
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2022-09-18 15:37:21 +00:00
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2022-10-02 22:17:51 +00:00
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vec3_t weaponangles_saber;
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2022-09-18 15:37:21 +00:00
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vec3_t weaponangles;
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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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2022-09-27 22:19:12 +00:00
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vec3_t clientviewangles; //orientation in the client - we use this in the cgame
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float snapTurn; // how much turn has been applied to the yaw by joystick
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vec3_t weaponposition;
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vec3_t weaponoffset;
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float weaponoffset_timestamp;
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2022-09-18 15:37:21 +00:00
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vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
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float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
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2022-10-16 15:50:32 +00:00
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int item_selector = 0; // 1 - weapons/gadgets/saber stance, 2 - Force powers
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2022-10-12 17:00:26 +00:00
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2022-09-19 21:46:47 +00:00
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bool pistol; // True if the weapon is a pistol
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2022-09-18 15:37:21 +00:00
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//Lots of scope weapon stuff
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2022-09-19 21:46:47 +00:00
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bool scopeengaged; // Scope has been engaged on a scoped weapon
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bool scopedweapon; // Weapon scope is available
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bool scopedetached; // Scope has been detached from weapon
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bool detachablescope; // Scope can be detached from weapon
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2022-09-18 15:37:21 +00:00
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2022-09-19 21:46:47 +00:00
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bool hasbinoculars;
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2022-09-18 15:37:21 +00:00
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2022-10-02 22:17:51 +00:00
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bool velocitytriggered;
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2022-10-04 21:48:30 +00:00
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float primaryswingvelocity;
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2022-10-12 17:00:26 +00:00
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bool primaryVelocityTriggeredAttack;
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2022-10-04 21:48:30 +00:00
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float secondaryswingvelocity;
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2022-10-12 17:00:26 +00:00
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bool secondaryVelocityTriggeredAttack;
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2022-09-18 15:37:21 +00:00
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vec3_t offhandangles;
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vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
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vec3_t offhandangles_delta;
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2022-09-27 22:19:12 +00:00
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vec3_t offhandposition;
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2022-09-18 15:37:21 +00:00
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vec3_t offhandoffset;
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//////////////////////////////////////
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// Test stuff for weapon alignment
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//////////////////////////////////////
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char test_name[256];
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float test_scale;
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vec3_t test_angles;
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vec3_t test_offset;
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} vr_client_info_t;
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2022-09-28 22:07:22 +00:00
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#ifndef JKVR_CLIENT
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extern vr_client_info_t *vr;
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#endif
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2022-09-18 15:37:21 +00:00
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#endif //vr_client_info_h
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