Lots of changes to get vehicles/animals working nicely

also fixed some of the 3rd person 6DoF movement
ensure force speed briefly affects FOV
This commit is contained in:
Simon 2023-05-14 22:50:24 +01:00
parent 7faa7755dd
commit 26487d6233
16 changed files with 185 additions and 28 deletions

View file

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android" <manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.jkxr" package="com.drbeef.jkxr"
android:versionCode="57" android:versionCode="58"
android:versionName="1.1.5" android:installLocation="auto" > android:versionName="1.1.6" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. --> <!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030002" android:required="true"/> <uses-feature android:glEsVersion="0x00030002" android:required="true"/>

View file

@ -18,10 +18,17 @@ extern "C" {
} }
#include <client/client.h> #include <client/client.h>
#include <weapons.h>
#include <client_ui.h> #include <client_ui.h>
#ifdef JK2_MODE
#include "../OpenJK/codeJK2/game/weapons.h"
#else
#include "../OpenJK/code/game/weapons.h"
#include "../OpenJK/code/game/g_vehicles.h"
#endif
//#define ENABLE_GL_DEBUG //#define ENABLE_GL_DEBUG
#define ENABLE_GL_DEBUG_VERBOSE 1 #define ENABLE_GL_DEBUG_VERBOSE 1
@ -146,7 +153,12 @@ void VR_SetHMDOrientation(float pitch, float yaw, float roll)
//Keep this for our records //Keep this for our records
VectorCopy(vr.hmdorientation, vr.hmdorientation_last); VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
if (!vr.third_person && !vr.remote_npc && !vr.remote_turret){ if (!vr.third_person && !vr.remote_npc && !vr.remote_turret
#ifndef JK2_MODE
&& !vr.in_vehicle
#endif
)
{
VectorCopy(vr.hmdorientation, vr.hmdorientation_first); VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
} }
@ -242,6 +254,35 @@ void VR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side
*pitch = vr.hmdorientation[PITCH]; *pitch = vr.hmdorientation[PITCH];
*roll = 0.0f; *roll = 0.0f;
} }
#ifndef JK2_MODE
//Special code for JKA's vehicles
else if (vr.in_vehicle) {
//in vehicle
*forward = remote_movementForward;
*pos_forward = 0.0f;
*up = 0.0f;
*side = remote_movementSideways;
*pos_side = 0.0f;
if (vr_vehicle_use_hmd_direction->integer)
{
*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
*pitch = vr.hmdorientation[PITCH];
}
else
{
*yaw = vr.snapTurn + vr.hmdorientation_first[YAW];
if (vr.vehicle_type == VH_FIGHTER || vr.vehicle_type == VH_FLIER)
{
*pitch = (vr.weaponangles[ANGLES_ADJUSTED][PITCH] + vr.offhandangles[ANGLES_ADJUSTED][PITCH]) / 2.0f;
}
else
{
*pitch = 0.0f;
}
}
*roll = 0.0f;
}
#endif
else if (!vr.third_person) { else if (!vr.third_person) {
*forward = remote_movementForward; *forward = remote_movementForward;
*pos_forward = positional_movementForward; *pos_forward = positional_movementForward;
@ -309,6 +350,9 @@ void VR_Init()
vr_haptic_intensity = Cvar_Get ("vr_haptic_intensity", "1.0", CVAR_ARCHIVE); vr_haptic_intensity = Cvar_Get ("vr_haptic_intensity", "1.0", CVAR_ARCHIVE);
vr_comfort_vignette = Cvar_Get ("vr_comfort_vignette", "0.0", CVAR_ARCHIVE); vr_comfort_vignette = Cvar_Get ("vr_comfort_vignette", "0.0", CVAR_ARCHIVE);
vr_saber_3rdperson_mode = Cvar_Get ("vr_saber_3rdperson_mode", "1", CVAR_ARCHIVE); vr_saber_3rdperson_mode = Cvar_Get ("vr_saber_3rdperson_mode", "1", CVAR_ARCHIVE);
vr_vehicle_use_hmd_direction = Cvar_Get ("vr_vehicle_use_hmd_direction", "0", CVAR_ARCHIVE);
vr_vehicle_use_3rd_person = Cvar_Get ("vr_vehicle_use_3rd_person", "0", CVAR_ARCHIVE);
vr_vehicle_use_controller_for_speed = Cvar_Get ("vr_vehicle_use_controller_for_speed", "1", CVAR_ARCHIVE);
vr_gesture_triggered_use = Cvar_Get ("vr_gesture_triggered_use", "1", CVAR_ARCHIVE); vr_gesture_triggered_use = Cvar_Get ("vr_gesture_triggered_use", "1", CVAR_ARCHIVE);
vr_use_gesture_boundary = Cvar_Get ("vr_use_gesture_boundary", "0.35", CVAR_ARCHIVE); vr_use_gesture_boundary = Cvar_Get ("vr_use_gesture_boundary", "0.35", CVAR_ARCHIVE);
vr_align_weapons = Cvar_Get ("vr_align_weapons", "0", CVAR_ARCHIVE); vr_align_weapons = Cvar_Get ("vr_align_weapons", "0", CVAR_ARCHIVE);

View file

@ -28,6 +28,7 @@ typedef struct {
bool remote_droid; // controlling a remote droid bool remote_droid; // controlling a remote droid
bool remote_npc; // controlling a remote NPC (will also be true when controlling a droid) bool remote_npc; // controlling a remote NPC (will also be true when controlling a droid)
bool in_vehicle; // controlling a vehicle bool in_vehicle; // controlling a vehicle
int vehicle_type;
vec3_t remote_angles; // The view angles of the remote thing we are controlling vec3_t remote_angles; // The view angles of the remote thing we are controlling
float remote_snapTurn; // how much turn has been applied to the yaw by joystick for a remote controlled entity float remote_snapTurn; // how much turn has been applied to the yaw by joystick for a remote controlled entity
int remote_cooldown; int remote_cooldown;

View file

@ -20,6 +20,9 @@ extern cvar_t *vr_saber_block_debounce_time;
extern cvar_t *vr_haptic_intensity; extern cvar_t *vr_haptic_intensity;
extern cvar_t *vr_comfort_vignette; extern cvar_t *vr_comfort_vignette;
extern cvar_t *vr_saber_3rdperson_mode; extern cvar_t *vr_saber_3rdperson_mode;
extern cvar_t *vr_vehicle_use_hmd_direction;
extern cvar_t *vr_vehicle_use_3rd_person;
extern cvar_t *vr_vehicle_use_controller_for_speed;
extern cvar_t *vr_gesture_triggered_use; extern cvar_t *vr_gesture_triggered_use;
extern cvar_t *vr_use_gesture_boundary; extern cvar_t *vr_use_gesture_boundary;
extern cvar_t *vr_align_weapons; // Only used for development extern cvar_t *vr_align_weapons; // Only used for development

View file

@ -33,6 +33,9 @@ cvar_t *vr_saber_block_debounce_time;
cvar_t *vr_haptic_intensity; cvar_t *vr_haptic_intensity;
cvar_t *vr_comfort_vignette; cvar_t *vr_comfort_vignette;
cvar_t *vr_saber_3rdperson_mode; cvar_t *vr_saber_3rdperson_mode;
cvar_t *vr_vehicle_use_hmd_direction;
cvar_t *vr_vehicle_use_3rd_person;
cvar_t *vr_vehicle_use_controller_for_speed;
cvar_t *vr_gesture_triggered_use; cvar_t *vr_gesture_triggered_use;
cvar_t *vr_use_gesture_boundary; cvar_t *vr_use_gesture_boundary;
cvar_t *vr_align_weapons; cvar_t *vr_align_weapons;

View file

@ -23,6 +23,7 @@ Authors : Simon Brown
#include "../OpenJK/codeJK2/game/weapons.h" #include "../OpenJK/codeJK2/game/weapons.h"
#else #else
#include "../OpenJK/code/game/weapons.h" #include "../OpenJK/code/game/weapons.h"
#include "../OpenJK/code/game/g_vehicles.h"
#endif #endif
void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule ); void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
@ -851,10 +852,46 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
} }
} }
//JKA stuff for speeder bikes (and other vehicles)
#ifndef JK2_MODE
if (vr.in_vehicle)
{
//Allow the controllers to affect the yaw rotation of the vehicle
if (!vr_vehicle_use_hmd_direction->integer)
{
float refresh = TBXR_GetRefresh();
float weaponAngleToUse = cl.frame.ps.weapon == WP_SABER ? vr.offhandangles[ANGLES_ADJUSTED][ROLL] : vr.weaponangles[ANGLES_ADJUSTED][ROLL];
float yawAdjust = (weaponAngleToUse + vr.offhandangles[ANGLES_ADJUSTED][ROLL]) / refresh;
vr.snapTurn -= yawAdjust;
}
//Only use controller angle for forwards on the following types of vehicle
if (vr_vehicle_use_controller_for_speed->integer && (
vr.vehicle_type == VH_SPEEDER || vr.vehicle_type == VH_ANIMAL))
{
float weaponAngleToUse = cl.frame.ps.weapon == WP_SABER ? vr.offhandangles[ANGLES_ADJUSTED][PITCH] : vr.weaponangles[ANGLES_ADJUSTED][PITCH];
float value = ((weaponAngleToUse + vr.offhandangles[ANGLES_ADJUSTED][PITCH]) / 2.0f) / 30.0f;
if (fabs(value) < 0.3f)
value = 0.0f;
remote_movementForward = Com_Clamp(-1.0f, 1.0f, value);
}
if (vr_vehicle_use_3rd_person->integer)
{
sendButtonActionSimple("cg_thirdPerson 1");
}
else
{
sendButtonActionSimple("cg_thirdPerson 0");
}
}
#endif
//Use smooth in 3rd person //Use smooth in 3rd person
bool usingSnapTurn = vr_turn_mode->integer == 0 || bool usingSnapTurn = vr_turn_mode->integer == 0 ||
(!vr.third_person && vr_turn_mode->integer == 1); (!vr.third_person && vr_turn_mode->integer == 1);
float previousSnap = vr.snapTurn;
static int increaseSnap = true; static int increaseSnap = true;
if (!vr.item_selector) { if (!vr.item_selector) {
if (usingSnapTurn) { if (usingSnapTurn) {
@ -902,6 +939,12 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
increaseSnap = true; increaseSnap = true;
} }
} }
//If we snapped/turned on a vehicle then resync the hmdorientation
if (previousSnap != vr.snapTurn && vr.in_vehicle)
{
VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
}
} }
//process force motion controls here //process force motion controls here

View file

@ -16,7 +16,7 @@ Authors : Simon Brown
cvar_t *sv_cheats; cvar_t *sv_cheats;
void CG_CenterPrint( const char *str, int y, int charWidth ); void CG_CenterPrint( const char *str, int y, int charWidth, int delayOverride );
void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTrackedController* pDominantTracking, void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTrackedController* pDominantTracking,
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTrackedController* pOffTracking, ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTrackedController* pOffTracking,

View file

@ -2984,7 +2984,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
return; return;
} }
if ( in_camera ) { if ( in_camera || vr->in_vehicle) {
return; return;
} }
@ -4208,6 +4208,20 @@ static void CG_Draw2D( void )
CGCam_DrawWideScreen(); CGCam_DrawWideScreen();
} }
static bool was_in_vehicle = false;
if (!was_in_vehicle && vr->in_vehicle)
{
if (vr->vehicle_type == VH_WALKER)
{
CG_CenterPrint("Tilt controllers to steer. Thumbstick to move.", 240, 5000);
}
else
{
CG_CenterPrint("Tilt controllers to steer/move", 240, 5000);
}
}
was_in_vehicle = vr->in_vehicle;
if (cg.zoomMode == 4) if (cg.zoomMode == 4)
{ {
CG_DrawWeapReticle(); CG_DrawWeapReticle();
@ -4571,7 +4585,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
} }
//Immersive cinematic sequence 6DoF //Immersive cinematic sequence 6DoF
if ((in_camera && vr->immersive_cinematics) || vr->emplaced_gun || cg.renderingThirdPerson) if ((in_camera && vr->immersive_cinematics) || vr->emplaced_gun || cg.renderingThirdPerson || vr->in_vehicle)
{ {
BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg); BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
} }

View file

@ -400,6 +400,7 @@ typedef struct {
// centerprinting // centerprinting
int centerPrintTime; int centerPrintTime;
int centerPrintDelayOverride;
int centerPrintY; int centerPrintY;
char centerPrint[1024]; char centerPrint[1024];
int centerPrintLines; int centerPrintLines;
@ -810,7 +811,7 @@ void CG_AdjustFrom640Int( int *x, int *y, int *w, int *h );
// //
// cg_draw.c // cg_draw.c
// //
void CG_CenterPrint( const char *str, int y ); void CG_CenterPrint( const char *str, int y, int delayOverride = -1 );
void CG_DrawActive( stereoFrame_t stereoView ); void CG_DrawActive( stereoFrame_t stereoView );
void CG_ScrollText( const char *str, int iPixelWidth ); void CG_ScrollText( const char *str, int iPixelWidth );
void CG_CaptionText( const char *str, int sound ); void CG_CaptionText( const char *str, int sound );

View file

@ -682,7 +682,7 @@ Called for important messages that should stay in the center of the screen
for a few moments for a few moments
============== ==============
*/ */
void CG_CenterPrint( const char *str, int y) { void CG_CenterPrint( const char *str, int y, int delayOverride) {
char *s; char *s;
// Find text to match the str given // Find text to match the str given
@ -704,6 +704,7 @@ void CG_CenterPrint( const char *str, int y) {
} }
cg.centerPrintTime = cg.time; cg.centerPrintTime = cg.time;
cg.centerPrintDelayOverride = delayOverride;
cg.centerPrintY = y; cg.centerPrintY = y;
// count the number of lines for centering // count the number of lines for centering
@ -734,7 +735,10 @@ void CG_DrawCenterString( void )
return; return;
} }
color = CG_FadeColor( cg.centerPrintTime, 1000 * 2 ); //Default time is 2 seconds
int printTime = cg.centerPrintDelayOverride == -1 ? 2000 : cg.centerPrintDelayOverride;
color = CG_FadeColor( cg.centerPrintTime, printTime );
if ( !color ) { if ( !color ) {
return; return;
} }

View file

@ -2153,7 +2153,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
CGCam_UpdateFade(); CGCam_UpdateFade();
// build cg.refdef // build cg.refdef
inwater = CG_CalcViewValues(); inwater = CG_CalcViewValues();
cg.refdef.override_fov = inwater; cg.refdef.override_fov |= inwater;
} }
if (cg.zoomMode) if (cg.zoomMode)
@ -2173,9 +2173,15 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
//Calculate all angles upfront //Calculate all angles upfront
{ {
//Only vehicle in JK2 is the AT-ST
vr->in_vehicle = (g_entities[0].client && vr->in_vehicle = (g_entities[0].client &&
g_entities[0].client->NPC_class == CLASS_ATST); (g_entities[0].client->NPC_class == CLASS_VEHICLE || g_entities[0].client->NPC_class == CLASS_ATST ||
g_entities[0].s.m_iVehicleNum != 0 ));
vr->vehicle_type = VH_NONE;
if (vr->in_vehicle)
{
vr->vehicle_type = (int)g_entities[g_entities[0].s.m_iVehicleNum].m_pVehicle->m_pVehicleInfo->type;
}
vr->remote_npc = !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname ); vr->remote_npc = !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname );
vr->remote_droid = false; vr->remote_droid = false;
vr->remote_turret = false; vr->remote_turret = false;
@ -2216,6 +2222,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
!in_misccamera && !in_misccamera &&
!vr->remote_droid && !vr->remote_droid &&
!vr->remote_npc && !vr->remote_npc &&
!vr->in_vehicle &&
!usingScope && !usingScope &&
!cg.renderingThirdPerson) !cg.renderingThirdPerson)
{ {
@ -2252,7 +2259,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
//Normal 3rd person view angles //Normal 3rd person view angles
if (!in_camera && if (!in_camera &&
!in_misccamera && !in_misccamera &&
cg.renderingThirdPerson) (vr->in_vehicle || cg.renderingThirdPerson))
{ {
VectorCopy(vr->hmdorientation, cg.refdef.viewangles); VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] + cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
@ -2356,7 +2363,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
&& !(g_entities[cg.snap->ps.viewEntity].client->ps.dualSabers && cg.snap->ps.weapon == WP_SABER) && !(g_entities[cg.snap->ps.viewEntity].client->ps.dualSabers && cg.snap->ps.weapon == WP_SABER)
&& cg.snap->ps.weapon != WP_MELEE && cg.snap->ps.weapon != WP_MELEE
&& !vr->weapon_stabilised && !vr->weapon_stabilised
&& !vr->in_vehicle && (vr->vehicle_type != VH_WALKER)
&& !cg_pano.integer && !cg_pano.integer
&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)) && (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
{ {
@ -2376,7 +2383,8 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) || (cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
(cg.snap->ps.forcePowersActive & (1<<FP_LIGHTNING)) || (cg.snap->ps.forcePowersActive & (1<<FP_LIGHTNING)) ||
(cg.snap->ps.forcePowersActive & (1<<FP_ABSORB)) || (cg.snap->ps.forcePowersActive & (1<<FP_ABSORB)) ||
(cg.snap->ps.forcePowersActive & (1<<FP_DRAIN))) (cg.snap->ps.forcePowersActive & (1<<FP_DRAIN)) ||
(cg.snap->ps.forcePowersActive & (1<<FP_RAGE)))
{ {
handEnt.hModel = cgs.media.handModel_force; handEnt.hModel = cgs.media.handModel_force;
} }

View file

@ -2886,13 +2886,24 @@ void CG_ItemSelectorSelect_f( void )
if (cg.itemSelectorType == ST_WEAPON) // weapons if (cg.itemSelectorType == ST_WEAPON) // weapons
{ {
if (cg.weaponSelect == cg.itemSelectorSelection) centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
if (vr->in_vehicle
&& vr->vehicle_type != VH_WALKER
&& cent->currentState.weapon == WP_SABER)
{ {
return; //If holding saber, put it away
CG_NextWeapon_f();
} }
else
{
if (cg.weaponSelect == cg.itemSelectorSelection)
{
return;
}
cg.weaponSelectTime = cg.time; cg.weaponSelectTime = cg.time;
cg.weaponSelect = cg.itemSelectorSelection; cg.weaponSelect = cg.itemSelectorSelection;
}
} }
else if (cg.itemSelectorType == ST_GADGET) // gadgets else if (cg.itemSelectorType == ST_GADGET) // gadgets
{ {
@ -3019,6 +3030,11 @@ void CG_DrawItemSelector( void )
VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset); VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset);
} }
if (vr->in_vehicle)
{
BG_ConvertFromVR(vr->hmdposition_offset, controllerOrigin, controllerOrigin);
}
vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp; vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
vec3_t angles; vec3_t angles;
VectorClear(angles); VectorClear(angles);
@ -3058,7 +3074,7 @@ void CG_DrawItemSelector( void )
{ {
case ST_WEAPON: //weapons case ST_WEAPON: //weapons
if (vr->in_vehicle) if (vr->in_vehicle)
count = 2; count = vr->vehicle_type == VH_WALKER ? 2 : 1;
else else
count = WP_MELEE; count = WP_MELEE;
beam.shaderRGBA[0] = 0xff; beam.shaderRGBA[0] = 0xff;
@ -3178,7 +3194,15 @@ void CG_DrawItemSelector( void )
if (cg.itemSelectorType == ST_WEAPON) { if (cg.itemSelectorType == ST_WEAPON) {
if (vr->in_vehicle) if (vr->in_vehicle)
{ {
itemId = WP_ATST_MAIN + index; if (vr->vehicle_type == VH_WALKER)
{
itemId = WP_ATST_MAIN + index;
}
else
{
//Only choice on a speeder/animal is the saber
itemId = WP_SABER;
}
} }
else else
{ {
@ -3197,7 +3221,7 @@ void CG_DrawItemSelector( void )
switch (cg.itemSelectorType) switch (cg.itemSelectorType)
{ {
case ST_WEAPON: //weapons case ST_WEAPON: //weapons
selectable = vr->in_vehicle || // both ATST weapons are always selectable selectable = vr->in_vehicle ||
(CG_WeaponSelectable(itemId, cg.weaponSelect, qfalse) && cg.snap->ps.ammo[weaponData[itemId].ammoIndex]); (CG_WeaponSelectable(itemId, cg.weaponSelect, qfalse) && cg.snap->ps.ammo[weaponData[itemId].ammoIndex]);
break; break;
case ST_GADGET: //gadgets case ST_GADGET: //gadgets

View file

@ -716,9 +716,15 @@ void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
float getHMDYawForCalc() float getHMDYawForCalc()
{ {
if (!vr->third_person && vr->cgzoommode != 2 && vr->cgzoommode != 4 ) { if (vr->in_vehicle || vr->third_person)
{
return vr->hmdorientation_first[YAW];
}
if (vr->cgzoommode != 2 && vr->cgzoommode != 4) {
return vr->hmdorientation[YAW]; return vr->hmdorientation[YAW];
} }
return 0.0f; return 0.0f;
} }
@ -790,6 +796,11 @@ void BG_CalculateVRSaberPosition( int saberNum, vec3_t origin, vec3_t angles )
BG_CalculateVRPositionInWorld(vr->offhandposition[0], vr->offhandoffset, vr->offhandangles[ANGLES_SABER], origin, angles); BG_CalculateVRPositionInWorld(vr->offhandposition[0], vr->offhandoffset, vr->offhandangles[ANGLES_SABER], origin, angles);
} }
if (vr->in_vehicle)
{
BG_ConvertFromVR(vr->hmdposition_offset, origin, origin);
}
//Move position down a bit //Move position down a bit
vec3_t axis[3]; vec3_t axis[3];
AnglesToAxis(angles, axis); AnglesToAxis(angles, axis);

View file

@ -5364,9 +5364,10 @@ extern cvar_t *g_skippingcin;
{ {
// Vehicle Camera Overrides // Vehicle Camera Overrides
//-------------------------- //--------------------------
cg.overrides.active |= ( CG_OVERRIDE_3RD_PERSON_RNG | CG_OVERRIDE_FOV | CG_OVERRIDE_3RD_PERSON_VOF | CG_OVERRIDE_3RD_PERSON_POF ); // in VR - Vehicles mustn't affect FOV
cg.overrides.active |= ( CG_OVERRIDE_3RD_PERSON_RNG | /*CG_OVERRIDE_FOV |*/ CG_OVERRIDE_3RD_PERSON_VOF | CG_OVERRIDE_3RD_PERSON_POF );
cg.overrides.thirdPersonRange = pPlayerVeh->m_pVehicleInfo->cameraRange; cg.overrides.thirdPersonRange = pPlayerVeh->m_pVehicleInfo->cameraRange;
cg.overrides.fov = pPlayerVeh->m_pVehicleInfo->cameraFOV; //cg.overrides.fov = pPlayerVeh->m_pVehicleInfo->cameraFOV;
cg.overrides.thirdPersonVertOffset = pPlayerVeh->m_pVehicleInfo->cameraVertOffset; cg.overrides.thirdPersonVertOffset = pPlayerVeh->m_pVehicleInfo->cameraVertOffset;
cg.overrides.thirdPersonPitchOffset = pPlayerVeh->m_pVehicleInfo->cameraPitchOffset; cg.overrides.thirdPersonPitchOffset = pPlayerVeh->m_pVehicleInfo->cameraPitchOffset;

View file

@ -12944,7 +12944,7 @@ void WP_ForcePowerStart( gentity_t *self, forcePowers_t forcePower, int override
} }
} }
void CG_CenterPrint( const char *str, int y ); void CG_CenterPrint( const char *str, int y, int delayOverride);
qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt ) qboolean WP_ForcePowerAvailable( gentity_t *self, forcePowers_t forcePower, int overrideAmt )
{ {
if ( forcePower == FP_LEVITATION ) if ( forcePower == FP_LEVITATION )

View file

@ -23,7 +23,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
// Current version of the single player game // Current version of the single player game
#include "../win32/AutoVersion.h" #include "../win32/AutoVersion.h"
#define JKXR_VERSION "1.1.5-ea" #define JKXR_VERSION "1.1.6-ea"
#ifdef _DEBUG #ifdef _DEBUG
#define Q3_VERSION "(debug)OpenJK: v" VERSION_STRING_DOTTED " JKXR: " JKXR_VERSION #define Q3_VERSION "(debug)OpenJK: v" VERSION_STRING_DOTTED " JKXR: " JKXR_VERSION