Small fixes to motion force power

This commit is contained in:
Simon 2022-11-11 19:48:35 +00:00
parent f0106e8e4f
commit 067931ac1d

View file

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