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Fix and improve weapon adjustment helper axes
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parent
4a1d90e729
commit
260d501776
2 changed files with 20 additions and 12 deletions
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@ -1184,6 +1184,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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if (strcmp(cgi_Cvar_Get("vr_control_scheme"), "99") == 0) {
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vec3_t origin;
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vec3_t startForward, startRight, startUp;
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vec3_t endForward, endRight, endUp;
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vec3_t _angles;
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BG_CalculateVRWeaponPosition( origin, _angles );
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@ -1192,25 +1193,28 @@ void CG_AddViewWeapon( playerState_t *ps )
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AngleVectors(_angles, forward, right, up);
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trace_t trace;
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VectorMA(origin, -10, forward, startForward);
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VectorMA(origin, 256, forward, endForward);
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static vec3_t RED = {1.0f,0.0f,0.0f};
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FX_AddLine( -1, origin, endForward, 0.1f, 4.0f, 0.0f,
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FX_AddLine( -1, startForward, endForward, 0.1f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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RED, RED, 0.0f,
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120, cgi_R_RegisterShader( "gfx/effects/whiteline2" ),
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120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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VectorMA(origin, 20, right, endRight);
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VectorMA(origin, -10, right, startRight);
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VectorMA(origin, 10, right, endRight);
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vec3_t BLUE = {0.0f,0.0f,1.0f};
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FX_AddLine( -1, origin, endRight, 0.1f, 4.0f, 0.0f,
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FX_AddLine( -1, startRight, endRight, 0.1f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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BLUE, BLUE, 0.0f,
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120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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VectorMA(origin, 20, up, endUp);
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VectorMA(origin, -10, up, startUp);
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VectorMA(origin, 10, up, endUp);
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vec3_t GREEN = {0.0f,1.0f,0.0f};
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FX_AddLine( -1, origin, endUp, 0.1f, 4.0f, 0.0f,
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FX_AddLine( -1, startUp, endUp, 0.1f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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GREEN, GREEN, 0.0f,
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120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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@ -1110,6 +1110,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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if (strcmp(cgi_Cvar_Get("vr_control_scheme"), "99") == 0) {
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vec3_t origin;
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vec3_t startForward, startRight, startUp;
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vec3_t endForward, endRight, endUp;
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vec3_t _angles;
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BG_CalculateVRWeaponPosition( origin, _angles );
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@ -1118,25 +1119,28 @@ void CG_AddViewWeapon( playerState_t *ps )
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AngleVectors(_angles, forward, right, up);
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trace_t trace;
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VectorMA(origin, -10, forward, startForward);
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VectorMA(origin, 256, forward, endForward);
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static vec3_t RED = {1.0f,0.0f,0.0f};
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FX_AddLine( origin, endForward, 0.1f, 4.0f, 0.0f,
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FX_AddLine( startForward, endForward, 0.1f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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RED, RED, 0.0f,
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120, cgi_R_RegisterShader( "gfx/effects/whiteline2" ),
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120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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VectorMA(origin, 20, right, endRight);
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VectorMA(origin, -10, right, startRight);
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VectorMA(origin, 10, right, endRight);
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vec3_t BLUE = {0.0f,0.0f,1.0f};
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FX_AddLine( origin, endRight, 0.1f, 4.0f, 0.0f,
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FX_AddLine( startRight, endRight, 0.1f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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BLUE, BLUE, 0.0f,
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120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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VectorMA(origin, 20, up, endUp);
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VectorMA(origin, -10, up, startUp);
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VectorMA(origin, 10, up, endUp);
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vec3_t GREEN = {0.0f,1.0f,0.0f};
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FX_AddLine( origin, endUp, 0.1f, 4.0f, 0.0f,
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FX_AddLine( startUp, endUp, 0.1f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.0f,
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GREEN, GREEN, 0.0f,
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120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
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