jkxr/Projects/Android/jni/JKVR/VrClientInfo.h

81 lines
2.3 KiB
C
Raw Normal View History

#if !defined(vr_client_info_h)
#define vr_client_info_h
#define NUM_WEAPON_SAMPLES 10
typedef struct {
bool in_camera; // cinematic camera taken over
bool using_screen_layer;
float fov;
bool immersive_cinematics;
2022-09-19 21:46:47 +00:00
bool weapon_stabilised;
bool right_handed;
bool player_moving;
int weaponid;
int lastweaponid;
2022-09-19 21:46:47 +00:00
bool mountedgun;
int cgzoommode;
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_saber;
vec3_t weaponangles;
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta;
vec3_t clientviewangles; //orientation in the client - we use this in the cgame
float snapTurn; // how much turn has been applied to the yaw by joystick
vec3_t weaponposition;
vec3_t weaponoffset;
float weaponoffset_timestamp;
vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
bool item_selector;
2022-09-19 21:46:47 +00:00
bool pistol; // True if the weapon is a pistol
//Lots of scope weapon stuff
2022-09-19 21:46:47 +00:00
bool scopeengaged; // Scope has been engaged on a scoped weapon
bool scopedweapon; // Weapon scope is available
bool scopedetached; // Scope has been detached from weapon
bool detachablescope; // Scope can be detached from weapon
2022-09-19 21:46:47 +00:00
bool hasbinoculars;
bool velocitytriggered;
float primaryswingvelocity;
bool primaryVelocityTriggeredAttack;
float secondaryswingvelocity;
bool secondaryVelocityTriggeredAttack;
vec3_t offhandangles;
vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
vec3_t offhandangles_delta;
vec3_t offhandposition;
vec3_t offhandoffset;
//////////////////////////////////////
// Test stuff for weapon alignment
//////////////////////////////////////
char test_name[256];
float test_scale;
vec3_t test_angles;
vec3_t test_offset;
} vr_client_info_t;
#ifndef JKVR_CLIENT
extern vr_client_info_t *vr;
#endif
#endif //vr_client_info_h