mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-24 21:11:03 +00:00
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:
parent
7faa7755dd
commit
26487d6233
16 changed files with 185 additions and 28 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.jkxr"
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android:versionCode="57"
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android:versionName="1.1.5" android:installLocation="auto" >
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android:versionCode="58"
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android:versionName="1.1.6" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030002" android:required="true"/>
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@ -18,10 +18,17 @@ extern "C" {
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}
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#include <client/client.h>
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#include <weapons.h>
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#include <client_ui.h>
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#ifdef JK2_MODE
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#include "../OpenJK/codeJK2/game/weapons.h"
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#else
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#include "../OpenJK/code/game/weapons.h"
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#include "../OpenJK/code/game/g_vehicles.h"
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#endif
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//#define ENABLE_GL_DEBUG
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#define ENABLE_GL_DEBUG_VERBOSE 1
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@ -146,7 +153,12 @@ void VR_SetHMDOrientation(float pitch, float yaw, float roll)
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//Keep this for our records
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VectorCopy(vr.hmdorientation, vr.hmdorientation_last);
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if (!vr.third_person && !vr.remote_npc && !vr.remote_turret){
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if (!vr.third_person && !vr.remote_npc && !vr.remote_turret
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#ifndef JK2_MODE
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&& !vr.in_vehicle
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#endif
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)
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{
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VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
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}
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@ -242,6 +254,35 @@ void VR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side
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*pitch = vr.hmdorientation[PITCH];
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*roll = 0.0f;
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}
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#ifndef JK2_MODE
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//Special code for JKA's vehicles
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else if (vr.in_vehicle) {
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//in vehicle
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*forward = remote_movementForward;
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*pos_forward = 0.0f;
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*up = 0.0f;
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*side = remote_movementSideways;
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*pos_side = 0.0f;
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if (vr_vehicle_use_hmd_direction->integer)
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{
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*yaw = vr.hmdorientation[YAW] + vr.snapTurn;
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*pitch = vr.hmdorientation[PITCH];
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}
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else
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{
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*yaw = vr.snapTurn + vr.hmdorientation_first[YAW];
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if (vr.vehicle_type == VH_FIGHTER || vr.vehicle_type == VH_FLIER)
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{
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*pitch = (vr.weaponangles[ANGLES_ADJUSTED][PITCH] + vr.offhandangles[ANGLES_ADJUSTED][PITCH]) / 2.0f;
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}
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else
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{
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*pitch = 0.0f;
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}
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}
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*roll = 0.0f;
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}
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#endif
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else if (!vr.third_person) {
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*forward = remote_movementForward;
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*pos_forward = positional_movementForward;
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@ -309,6 +350,9 @@ void VR_Init()
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vr_haptic_intensity = Cvar_Get ("vr_haptic_intensity", "1.0", CVAR_ARCHIVE);
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vr_comfort_vignette = Cvar_Get ("vr_comfort_vignette", "0.0", CVAR_ARCHIVE);
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vr_saber_3rdperson_mode = Cvar_Get ("vr_saber_3rdperson_mode", "1", CVAR_ARCHIVE);
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vr_vehicle_use_hmd_direction = Cvar_Get ("vr_vehicle_use_hmd_direction", "0", CVAR_ARCHIVE);
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vr_vehicle_use_3rd_person = Cvar_Get ("vr_vehicle_use_3rd_person", "0", CVAR_ARCHIVE);
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vr_vehicle_use_controller_for_speed = Cvar_Get ("vr_vehicle_use_controller_for_speed", "1", CVAR_ARCHIVE);
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vr_gesture_triggered_use = Cvar_Get ("vr_gesture_triggered_use", "1", CVAR_ARCHIVE);
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vr_use_gesture_boundary = Cvar_Get ("vr_use_gesture_boundary", "0.35", CVAR_ARCHIVE);
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vr_align_weapons = Cvar_Get ("vr_align_weapons", "0", CVAR_ARCHIVE);
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@ -28,6 +28,7 @@ typedef struct {
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bool remote_droid; // controlling a remote droid
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bool remote_npc; // controlling a remote NPC (will also be true when controlling a droid)
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bool in_vehicle; // controlling a vehicle
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int vehicle_type;
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vec3_t remote_angles; // The view angles of the remote thing we are controlling
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float remote_snapTurn; // how much turn has been applied to the yaw by joystick for a remote controlled entity
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int remote_cooldown;
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@ -20,6 +20,9 @@ extern cvar_t *vr_saber_block_debounce_time;
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extern cvar_t *vr_haptic_intensity;
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extern cvar_t *vr_comfort_vignette;
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extern cvar_t *vr_saber_3rdperson_mode;
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extern cvar_t *vr_vehicle_use_hmd_direction;
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extern cvar_t *vr_vehicle_use_3rd_person;
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extern cvar_t *vr_vehicle_use_controller_for_speed;
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extern cvar_t *vr_gesture_triggered_use;
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extern cvar_t *vr_use_gesture_boundary;
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extern cvar_t *vr_align_weapons; // Only used for development
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@ -33,6 +33,9 @@ cvar_t *vr_saber_block_debounce_time;
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cvar_t *vr_haptic_intensity;
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cvar_t *vr_comfort_vignette;
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cvar_t *vr_saber_3rdperson_mode;
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cvar_t *vr_vehicle_use_hmd_direction;
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cvar_t *vr_vehicle_use_3rd_person;
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cvar_t *vr_vehicle_use_controller_for_speed;
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cvar_t *vr_gesture_triggered_use;
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cvar_t *vr_use_gesture_boundary;
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cvar_t *vr_align_weapons;
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@ -23,6 +23,7 @@ Authors : Simon Brown
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#include "../OpenJK/codeJK2/game/weapons.h"
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#else
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#include "../OpenJK/code/game/weapons.h"
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#include "../OpenJK/code/game/g_vehicles.h"
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#endif
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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 );
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@ -851,10 +852,46 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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}
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}
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//JKA stuff for speeder bikes (and other vehicles)
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#ifndef JK2_MODE
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if (vr.in_vehicle)
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{
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//Allow the controllers to affect the yaw rotation of the vehicle
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if (!vr_vehicle_use_hmd_direction->integer)
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{
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float refresh = TBXR_GetRefresh();
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float weaponAngleToUse = cl.frame.ps.weapon == WP_SABER ? vr.offhandangles[ANGLES_ADJUSTED][ROLL] : vr.weaponangles[ANGLES_ADJUSTED][ROLL];
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float yawAdjust = (weaponAngleToUse + vr.offhandangles[ANGLES_ADJUSTED][ROLL]) / refresh;
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vr.snapTurn -= yawAdjust;
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}
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//Only use controller angle for forwards on the following types of vehicle
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if (vr_vehicle_use_controller_for_speed->integer && (
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vr.vehicle_type == VH_SPEEDER || vr.vehicle_type == VH_ANIMAL))
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{
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float weaponAngleToUse = cl.frame.ps.weapon == WP_SABER ? vr.offhandangles[ANGLES_ADJUSTED][PITCH] : vr.weaponangles[ANGLES_ADJUSTED][PITCH];
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float value = ((weaponAngleToUse + vr.offhandangles[ANGLES_ADJUSTED][PITCH]) / 2.0f) / 30.0f;
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if (fabs(value) < 0.3f)
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value = 0.0f;
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remote_movementForward = Com_Clamp(-1.0f, 1.0f, value);
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}
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if (vr_vehicle_use_3rd_person->integer)
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{
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sendButtonActionSimple("cg_thirdPerson 1");
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}
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else
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{
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sendButtonActionSimple("cg_thirdPerson 0");
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}
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}
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#endif
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//Use smooth in 3rd person
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bool usingSnapTurn = vr_turn_mode->integer == 0 ||
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(!vr.third_person && vr_turn_mode->integer == 1);
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float previousSnap = vr.snapTurn;
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static int increaseSnap = true;
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if (!vr.item_selector) {
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if (usingSnapTurn) {
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increaseSnap = true;
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}
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}
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//If we snapped/turned on a vehicle then resync the hmdorientation
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if (previousSnap != vr.snapTurn && vr.in_vehicle)
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{
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VectorCopy(vr.hmdorientation, vr.hmdorientation_first);
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}
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}
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//process force motion controls here
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@ -16,7 +16,7 @@ Authors : Simon Brown
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cvar_t *sv_cheats;
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void CG_CenterPrint( const char *str, int y, int charWidth );
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void CG_CenterPrint( const char *str, int y, int charWidth, int delayOverride );
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void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTrackedController* pDominantTracking,
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ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTrackedController* pOffTracking,
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@ -2984,7 +2984,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
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return;
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}
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if ( in_camera ) {
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if ( in_camera || vr->in_vehicle) {
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return;
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}
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@ -4208,6 +4208,20 @@ static void CG_Draw2D( void )
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CGCam_DrawWideScreen();
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}
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static bool was_in_vehicle = false;
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if (!was_in_vehicle && vr->in_vehicle)
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{
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if (vr->vehicle_type == VH_WALKER)
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{
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CG_CenterPrint("Tilt controllers to steer. Thumbstick to move.", 240, 5000);
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}
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else
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{
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CG_CenterPrint("Tilt controllers to steer/move", 240, 5000);
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}
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}
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was_in_vehicle = vr->in_vehicle;
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if (cg.zoomMode == 4)
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{
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CG_DrawWeapReticle();
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@ -4571,7 +4585,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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}
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//Immersive cinematic sequence 6DoF
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if ((in_camera && vr->immersive_cinematics) || vr->emplaced_gun || cg.renderingThirdPerson)
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if ((in_camera && vr->immersive_cinematics) || vr->emplaced_gun || cg.renderingThirdPerson || vr->in_vehicle)
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{
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BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
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}
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@ -400,6 +400,7 @@ typedef struct {
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// centerprinting
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int centerPrintTime;
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int centerPrintDelayOverride;
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int centerPrintY;
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char centerPrint[1024];
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int centerPrintLines;
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@ -810,7 +811,7 @@ void CG_AdjustFrom640Int( int *x, int *y, int *w, int *h );
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//
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// cg_draw.c
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//
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void CG_CenterPrint( const char *str, int y );
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void CG_CenterPrint( const char *str, int y, int delayOverride = -1 );
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void CG_DrawActive( stereoFrame_t stereoView );
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void CG_ScrollText( const char *str, int iPixelWidth );
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void CG_CaptionText( const char *str, int sound );
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@ -682,7 +682,7 @@ Called for important messages that should stay in the center of the screen
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for a few moments
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==============
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*/
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void CG_CenterPrint( const char *str, int y) {
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void CG_CenterPrint( const char *str, int y, int delayOverride) {
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char *s;
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// Find text to match the str given
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@ -704,6 +704,7 @@ void CG_CenterPrint( const char *str, int y) {
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}
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cg.centerPrintTime = cg.time;
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cg.centerPrintDelayOverride = delayOverride;
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cg.centerPrintY = y;
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// count the number of lines for centering
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@ -734,7 +735,10 @@ void CG_DrawCenterString( void )
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return;
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}
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color = CG_FadeColor( cg.centerPrintTime, 1000 * 2 );
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//Default time is 2 seconds
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int printTime = cg.centerPrintDelayOverride == -1 ? 2000 : cg.centerPrintDelayOverride;
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color = CG_FadeColor( cg.centerPrintTime, printTime );
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if ( !color ) {
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return;
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}
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@ -2153,7 +2153,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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CGCam_UpdateFade();
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// build cg.refdef
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inwater = CG_CalcViewValues();
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cg.refdef.override_fov = inwater;
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cg.refdef.override_fov |= inwater;
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}
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if (cg.zoomMode)
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//Calculate all angles upfront
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{
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//Only vehicle in JK2 is the AT-ST
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vr->in_vehicle = (g_entities[0].client &&
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g_entities[0].client->NPC_class == CLASS_ATST);
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(g_entities[0].client->NPC_class == CLASS_VEHICLE || g_entities[0].client->NPC_class == CLASS_ATST ||
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g_entities[0].s.m_iVehicleNum != 0 ));
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vr->vehicle_type = VH_NONE;
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if (vr->in_vehicle)
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{
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vr->vehicle_type = (int)g_entities[g_entities[0].s.m_iVehicleNum].m_pVehicle->m_pVehicleInfo->type;
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}
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vr->remote_npc = !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname );
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vr->remote_droid = false;
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vr->remote_turret = false;
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@ -2216,6 +2222,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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!in_misccamera &&
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!vr->remote_droid &&
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!vr->remote_npc &&
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!vr->in_vehicle &&
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!usingScope &&
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!cg.renderingThirdPerson)
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{
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@ -2252,7 +2259,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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//Normal 3rd person view angles
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if (!in_camera &&
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!in_misccamera &&
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cg.renderingThirdPerson)
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(vr->in_vehicle || cg.renderingThirdPerson))
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{
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VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
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cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
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@ -2356,7 +2363,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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&& !(g_entities[cg.snap->ps.viewEntity].client->ps.dualSabers && cg.snap->ps.weapon == WP_SABER)
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&& cg.snap->ps.weapon != WP_MELEE
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&& !vr->weapon_stabilised
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&& !vr->in_vehicle
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&& (vr->vehicle_type != VH_WALKER)
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&& !cg_pano.integer
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&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
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{
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@ -2376,7 +2383,8 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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(cg.snap->ps.forcePowersActive & (1<<FP_LIGHTNING)) ||
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(cg.snap->ps.forcePowersActive & (1<<FP_ABSORB)) ||
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(cg.snap->ps.forcePowersActive & (1<<FP_DRAIN)))
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(cg.snap->ps.forcePowersActive & (1<<FP_DRAIN)) ||
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(cg.snap->ps.forcePowersActive & (1<<FP_RAGE)))
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{
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handEnt.hModel = cgs.media.handModel_force;
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}
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@ -2885,6 +2885,16 @@ void CG_ItemSelectorSelect_f( void )
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}
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if (cg.itemSelectorType == ST_WEAPON) // weapons
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{
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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if (vr->in_vehicle
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&& vr->vehicle_type != VH_WALKER
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&& cent->currentState.weapon == WP_SABER)
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{
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//If holding saber, put it away
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CG_NextWeapon_f();
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}
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else
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{
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if (cg.weaponSelect == cg.itemSelectorSelection)
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{
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@ -2894,6 +2904,7 @@ void CG_ItemSelectorSelect_f( void )
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cg.weaponSelectTime = cg.time;
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cg.weaponSelect = cg.itemSelectorSelection;
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}
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}
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else if (cg.itemSelectorType == ST_GADGET) // gadgets
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{
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cg.inventorySelectTime = cg.time;
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@ -3019,6 +3030,11 @@ void CG_DrawItemSelector( void )
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VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset);
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}
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if (vr->in_vehicle)
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{
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BG_ConvertFromVR(vr->hmdposition_offset, controllerOrigin, controllerOrigin);
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}
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vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
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vec3_t angles;
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VectorClear(angles);
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@ -3058,7 +3074,7 @@ void CG_DrawItemSelector( void )
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{
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case ST_WEAPON: //weapons
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if (vr->in_vehicle)
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count = 2;
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count = vr->vehicle_type == VH_WALKER ? 2 : 1;
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else
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count = WP_MELEE;
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beam.shaderRGBA[0] = 0xff;
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||||
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@ -3177,10 +3193,18 @@ void CG_DrawItemSelector( void )
|
|||
int itemId = index;
|
||||
if (cg.itemSelectorType == ST_WEAPON) {
|
||||
if (vr->in_vehicle)
|
||||
{
|
||||
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
|
||||
{
|
||||
itemId = index + 1; // We need to ignore WP_NONE for weapons
|
||||
if (itemId == count)
|
||||
|
@ -3197,7 +3221,7 @@ void CG_DrawItemSelector( void )
|
|||
switch (cg.itemSelectorType)
|
||||
{
|
||||
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]);
|
||||
break;
|
||||
case ST_GADGET: //gadgets
|
||||
|
|
|
@ -716,9 +716,15 @@ void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
|
|||
|
||||
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 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);
|
||||
}
|
||||
|
||||
if (vr->in_vehicle)
|
||||
{
|
||||
BG_ConvertFromVR(vr->hmdposition_offset, origin, origin);
|
||||
}
|
||||
|
||||
//Move position down a bit
|
||||
vec3_t axis[3];
|
||||
AnglesToAxis(angles, axis);
|
||||
|
|
|
@ -5364,9 +5364,10 @@ extern cvar_t *g_skippingcin;
|
|||
{
|
||||
// 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.fov = pPlayerVeh->m_pVehicleInfo->cameraFOV;
|
||||
//cg.overrides.fov = pPlayerVeh->m_pVehicleInfo->cameraFOV;
|
||||
cg.overrides.thirdPersonVertOffset = pPlayerVeh->m_pVehicleInfo->cameraVertOffset;
|
||||
cg.overrides.thirdPersonPitchOffset = pPlayerVeh->m_pVehicleInfo->cameraPitchOffset;
|
||||
|
||||
|
|
|
@ -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 )
|
||||
{
|
||||
if ( forcePower == FP_LEVITATION )
|
||||
|
|
|
@ -23,7 +23,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
// Current version of the single player game
|
||||
#include "../win32/AutoVersion.h"
|
||||
|
||||
#define JKXR_VERSION "1.1.5-ea"
|
||||
#define JKXR_VERSION "1.1.6-ea"
|
||||
|
||||
#ifdef _DEBUG
|
||||
#define Q3_VERSION "(debug)OpenJK: v" VERSION_STRING_DOTTED " JKXR: " JKXR_VERSION
|
||||
|
|
Loading…
Reference in a new issue