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Small fixes to motion force power
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parent
f0106e8e4f
commit
067931ac1d
1 changed files with 9 additions and 11 deletions
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@ -163,7 +163,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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if (offhandGripPushed)
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{
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if (!vr.weapon_stabilised && vr.item_selector == 0 &&
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!vr.misc_camera)
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!vr.misc_camera && !vr.cgzoommode)
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{
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if (distance < STABILISATION_DISTANCE &&
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vr_two_handed_weapons->integer &&
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@ -186,14 +186,11 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
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domButton1) != 0;
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bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons &
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domButton2) != 0;
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//Do this early so we can suppress other button actions when item selector is up
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if (dominantGripPushed) {
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if (vr.item_selector == 0 && !vr.misc_camera) {
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if (!vr.weapon_stabilised && vr.item_selector == 0
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&& !vr.misc_camera && !vr.cgzoommode) {
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vr.item_selector = 1;
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}
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}
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@ -602,7 +599,8 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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int thirdPerson = Cvar_VariableIntegerValue("cg_thirdPerson");
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if (cl.frame.ps.weapon == WP_SABER && !thirdPerson && vr.cgzoommode == 0)
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if (cl.frame.ps.weapon == WP_SABER && !thirdPerson &&
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vr.cgzoommode == 0 && cl.frame.ps.stats[STAT_HEALTH] > 0)
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{
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static bool previous_throwing = false;
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previous_throwing = throwing;
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@ -773,10 +771,10 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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{
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if (vr.secondaryVelocityTriggeredAttack)
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{
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vec3_t delta1, delta2;
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VectorSubtract(vr.offhandposition, vr.hmdposition, delta1);
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VectorSubtract(vr.secondaryVelocityTriggerLocation, vr.hmdposition, delta2);
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if (VectorLength(delta1) > VectorLength(delta2))
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vec3_t start, end;
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VectorSubtract(vr.secondaryVelocityTriggerLocation, vr.hmdposition, start);
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VectorSubtract(vr.offhandposition, vr.hmdposition, end);
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if (VectorLength(end) < VectorLength(start))
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{
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sendButtonActionSimple(va("useGivenForce %i", FP_PULL));
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}
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