vr_always_run cvar so player doesn't cycle move speeds on thumbstick

This commit is contained in:
Simon 2023-11-18 17:51:31 +00:00
parent 83bee3bbff
commit 11f6204ba5
4 changed files with 25 additions and 6 deletions

View file

@ -18,6 +18,7 @@ extern cvar_t *vr_force_motion_controlled;
extern cvar_t *vr_force_motion_push;
extern cvar_t *vr_force_motion_pull;
extern cvar_t *vr_motion_enable_saber;
extern cvar_t *vr_always_run;
extern cvar_t *vr_crouch_toggle;
extern cvar_t *vr_irl_crouch_enabled;
extern cvar_t *vr_irl_crouch_to_stand_ratio;

View file

@ -31,6 +31,7 @@ cvar_t *vr_force_motion_controlled;
cvar_t *vr_force_motion_push;
cvar_t *vr_force_motion_pull;
cvar_t *vr_motion_enable_saber;
cvar_t * vr_always_run;
cvar_t *vr_crouch_toggle;
cvar_t *vr_irl_crouch_enabled;
cvar_t *vr_irl_crouch_to_stand_ratio;

View file

@ -496,7 +496,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
}
//Switch movement speed
if (!vr.cgzoommode)
if (!vr.cgzoommode && !vr_always_run->integer)
{
static bool switched = false;
if (between(-0.2f, primaryJoystickX, 0.2f) &&
@ -892,11 +892,27 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
vec2_t v;
rotateAboutOrigin(x, y, controllerYawHeading, v);
//Move a lot slower if scope is engaged
remote_movementSideways =
v[0] * (vr.move_speed == 0 ? 0.75f : (vr.move_speed == 1 ? 1.0f : 0.5f));
remote_movementForward =
v[1] * (vr.move_speed == 0 ? 0.75f : (vr.move_speed == 1 ? 1.0f : 0.5f));
float move_speed_multiplier = 1.0f;
switch (vr.move_speed)
{
case 0:
move_speed_multiplier = 0.75f;
break;
case 1:
move_speed_multiplier = 1.0f;
break;
case 2:
move_speed_multiplier = 0.5f;
break;
}
if (vr_always_run->integer)
{
move_speed_multiplier = 1.0f;
}
remote_movementSideways = move_speed_multiplier * v[0];
remote_movementForward = move_speed_multiplier * v[1];
//X button invokes menu now

View file

@ -259,6 +259,7 @@ void VR_Init()
vr_force_motion_push = Cvar_Get ("vr_force_motion_push", "3", CVAR_ARCHIVE);
vr_force_motion_pull = Cvar_Get ("vr_force_motion_pull", "4", CVAR_ARCHIVE);
vr_motion_enable_saber = Cvar_Get ("vr_motion_enable_saber", "0", CVAR_ARCHIVE);
vr_always_run = Cvar_Get ("vr_always_run", "0", CVAR_ARCHIVE);
vr_crouch_toggle = Cvar_Get ("vr_crouch_toggle", "0", CVAR_ARCHIVE);
vr_irl_crouch_enabled = Cvar_Get ("vr_irl_crouch_enabled", "0", CVAR_ARCHIVE);
vr_irl_crouch_to_stand_ratio = Cvar_Get ("vr_irl_crouch_to_stand_ratio", "0.65", CVAR_ARCHIVE);