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Fix crash when going into a cut scene with scope activated
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commit
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1 changed files with 21 additions and 13 deletions
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@ -669,22 +669,30 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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}
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}
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//Should we trigger the disruptor scope?
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//Should we trigger the disruptor scope?
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if ((cl.frame.ps.weapon == WP_DISRUPTOR ||
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if (!vr.cin_camera)
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cl.frame.ps.weapon == WP_BLASTER) &&
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cl.frame.ps.stats[STAT_HEALTH] > 0)
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{
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{
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if (vr.weapon_stabilised &&
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if ((cl.frame.ps.weapon == WP_DISRUPTOR ||
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VectorLength(vr.weaponoffset) < vr_scope_engage_distance->value &&
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cl.frame.ps.weapon == WP_BLASTER) &&
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vr.cgzoommode == 0) {
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cl.frame.ps.stats[STAT_HEALTH] > 0)
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sendButtonAction("enterscope", true);
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{
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} else if ((VectorLength(vr.weaponoffset) > 0.26f || !vr.weapon_stabilised) &&
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if (vr.weapon_stabilised &&
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(vr.cgzoommode == 2 || vr.cgzoommode == 4)) {
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VectorLength(vr.weaponoffset) < vr_scope_engage_distance->value &&
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vr.cgzoommode == 0)
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{
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sendButtonAction("enterscope", true);
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}
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else if ((VectorLength(vr.weaponoffset) > 0.26f || !vr.weapon_stabilised) &&
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(vr.cgzoommode == 2 || vr.cgzoommode == 4))
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{
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sendButtonActionSimple("exitscope");
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}
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}
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else if (vr.cgzoommode == 2 || vr.cgzoommode == 4)
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{
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// In case we were using weapon scope and weapon
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// was changed due to out of ammo, exit scope
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sendButtonActionSimple("exitscope");
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sendButtonActionSimple("exitscope");
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}
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}
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} else if (vr.cgzoommode == 2 || vr.cgzoommode == 4) {
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// In case we were using weapon scope and weapon
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// was changed due to out of ammo, exit scope
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sendButtonActionSimple("exitscope");
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}
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}
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vec3_t offhandPositionAverage;
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vec3_t offhandPositionAverage;
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