mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-10 06:42:17 +00:00
Number of small tweaks
including world scale
This commit is contained in:
parent
581b8829af
commit
3826eb86c4
17 changed files with 75 additions and 197 deletions
|
@ -1280,7 +1280,7 @@ void JKVR_Init()
|
|||
vr_control_scheme = Cvar_Get( "vr_control_scheme", "0", CVAR_ARCHIVE);
|
||||
vr_switch_sticks = Cvar_Get( "vr_switch_sticks", "0", CVAR_ARCHIVE);
|
||||
|
||||
vr_immersive_cinematics = Cvar_Get("vr_immersive_cinematics", "1", CVAR_ARCHIVE);
|
||||
vr_immersive_cinematics = Cvar_Get("vr_immersive_cinematics", "0", CVAR_ARCHIVE);
|
||||
vr_screen_dist = Cvar_Get( "vr_screen_dist", "2.5", CVAR_ARCHIVE);
|
||||
}
|
||||
|
||||
|
@ -1607,7 +1607,7 @@ void JKVR_getHMDOrientation() {//Get orientation
|
|||
|
||||
updateHMDOrientation();
|
||||
|
||||
ALOGV(" HMD-Position: %f, %f, %f", positionHmd.x, positionHmd.y, positionHmd.z);
|
||||
///ALOGV(" HMD-Position: %f, %f, %f", positionHmd.x, positionHmd.y, positionHmd.z);
|
||||
}
|
||||
|
||||
void shutdownVR() {
|
||||
|
|
|
@ -48,7 +48,8 @@ typedef struct {
|
|||
bool hasbinoculars;
|
||||
|
||||
bool velocitytriggered;
|
||||
float swingvelocity;
|
||||
float primaryswingvelocity;
|
||||
float secondaryswingvelocity;
|
||||
|
||||
vec3_t offhandangles;
|
||||
vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
|
||||
|
|
|
@ -210,7 +210,12 @@ float clamp(float _min, float _val, float _max)
|
|||
|
||||
void interactWithTouchScreen(bool reset, ovrInputStateTrackedRemote *newState, ovrInputStateTrackedRemote *oldState) {
|
||||
|
||||
float cursorX = (float)(-vr.weaponangles[YAW] / 90.0) + 0.5f;
|
||||
static float centerYaw = 0;
|
||||
if (reset || fabs(sinf(DEG2RAD(vr.weaponangles[YAW]-centerYaw))) > 0.5f)
|
||||
{
|
||||
centerYaw = vr.weaponangles[YAW];
|
||||
}
|
||||
float cursorX = -sinf(DEG2RAD(vr.weaponangles[YAW]-centerYaw)) + 0.5f;
|
||||
float cursorY = (float)(vr.weaponangles[PITCH] / 90.0) + 0.5f;
|
||||
|
||||
PortableMouseAbs(cursorX, cursorY);
|
||||
|
|
|
@ -110,8 +110,8 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
|
|||
VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
|
||||
VectorCopy(vr.weaponangles, vr.weaponangles_last);
|
||||
|
||||
ALOGV(" weaponangles_last: %f, %f, %f",
|
||||
vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
|
||||
// ALOGV(" weaponangles_last: %f, %f, %f",
|
||||
// vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
|
||||
|
||||
//GB Also set offhand angles just in case we want to use those.
|
||||
vec3_t rotation_off = {0};
|
||||
|
@ -222,30 +222,56 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
|
|||
vr.weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - vr.hmdposition[2];
|
||||
vr.weaponoffset_timestamp = Sys_Milliseconds( );
|
||||
|
||||
vr.swingvelocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
|
||||
vr.primaryswingvelocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
|
||||
powf(pWeapon->HeadPose.LinearVelocity.y, 2) +
|
||||
powf(pWeapon->HeadPose.LinearVelocity.z, 2));
|
||||
|
||||
vr.secondaryswingvelocity = sqrtf(powf(pOff->HeadPose.LinearVelocity.x, 2) +
|
||||
powf(pOff->HeadPose.LinearVelocity.y, 2) +
|
||||
powf(pOff->HeadPose.LinearVelocity.z, 2));
|
||||
|
||||
//Does weapon velocity trigger attack (knife) and is it fast enough
|
||||
static bool velocityTriggeredAttack = false;
|
||||
if (vr.velocitytriggered)
|
||||
{
|
||||
static bool fired = qfalse;
|
||||
velocityTriggeredAttack = (vr.swingvelocity > VELOCITY_TRIGGER);
|
||||
|
||||
if (fired != velocityTriggeredAttack) {
|
||||
ALOGV("**WEAPON EVENT** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
|
||||
sendButtonAction("+attack", velocityTriggeredAttack);
|
||||
fired = velocityTriggeredAttack;
|
||||
//We don't allow the saber to be velocity triggered
|
||||
if (vr.weaponid != WP_SABER) {
|
||||
//Does weapon velocity trigger attack (melee) and is it fast enough
|
||||
static bool primaryVelocityTriggeredAttack = false;
|
||||
if (vr.velocitytriggered) {
|
||||
static bool fired = qfalse;
|
||||
primaryVelocityTriggeredAttack = (vr.primaryswingvelocity > VELOCITY_TRIGGER);
|
||||
|
||||
if (fired != primaryVelocityTriggeredAttack) {
|
||||
ALOGV("**WEAPON EVENT** veocity triggered %s",
|
||||
primaryVelocityTriggeredAttack ? "+altattack" : "-altattack");
|
||||
//normal attack is a punch with the left hand
|
||||
sendButtonAction("+altattack", primaryVelocityTriggeredAttack);
|
||||
fired = primaryVelocityTriggeredAttack;
|
||||
}
|
||||
} else if (primaryVelocityTriggeredAttack) {
|
||||
//send a stop attack as we have an unfinished velocity attack
|
||||
primaryVelocityTriggeredAttack = qfalse;
|
||||
ALOGV("**WEAPON EVENT** veocity triggered -altattack");
|
||||
sendButtonAction("+altattack", primaryVelocityTriggeredAttack);
|
||||
}
|
||||
|
||||
static bool secondaryVelocityTriggeredAttack = false;
|
||||
if (vr.velocitytriggered) {
|
||||
static bool fired = qfalse;
|
||||
secondaryVelocityTriggeredAttack = (vr.secondaryswingvelocity >
|
||||
VELOCITY_TRIGGER);
|
||||
|
||||
if (fired != secondaryVelocityTriggeredAttack) {
|
||||
ALOGV("**WEAPON EVENT** veocity triggered %s",
|
||||
secondaryVelocityTriggeredAttack ? "+attack" : "-attack");
|
||||
//normal attack is a punch with the left hand
|
||||
sendButtonAction("+attack", secondaryVelocityTriggeredAttack);
|
||||
fired = secondaryVelocityTriggeredAttack;
|
||||
}
|
||||
} else if (secondaryVelocityTriggeredAttack) {
|
||||
//send a stop attack as we have an unfinished velocity attack
|
||||
secondaryVelocityTriggeredAttack = qfalse;
|
||||
ALOGV("**WEAPON EVENT** veocity triggered -attack");
|
||||
sendButtonAction("+attack", secondaryVelocityTriggeredAttack);
|
||||
}
|
||||
}
|
||||
else if (velocityTriggeredAttack)
|
||||
{
|
||||
//send a stop attack as we have an unfinished velocity attack
|
||||
velocityTriggeredAttack = qfalse;
|
||||
ALOGV("**WEAPON EVENT** veocity triggered -attack");
|
||||
sendButtonAction("+attack", velocityTriggeredAttack);
|
||||
}
|
||||
|
||||
if (vr.weapon_stabilised)
|
||||
|
@ -399,7 +425,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
|
|||
if (dominantGripPushTime == 0) {
|
||||
dominantGripPushTime = GetTimeInMilliSeconds();
|
||||
}
|
||||
Cvar_Set("timescale", "0.1");
|
||||
Cvar_Set("timescale", "0.25");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -48,162 +48,6 @@ char *Sys_ConsoleInput(void)
|
|||
return CON_Input( );
|
||||
}
|
||||
|
||||
#if defined( DO_LOADDLL_WRAP )
|
||||
void *Sys_LoadDll_Wrapped( const char *name,
|
||||
int( **entryPoint ) ( int, ... ),
|
||||
int ( *systemcalls )( int, ... ) )
|
||||
#else
|
||||
void *Sys_LoadDll( const char *name)
|
||||
#endif
|
||||
{
|
||||
void *libHandle;
|
||||
//void ( *dllEntry )( intptr_t ( *syscallptr )( intptr_t, ... ) );
|
||||
char fname[MAX_OSPATH];
|
||||
char *homepath;
|
||||
char *basepath;
|
||||
char *pwdpath;
|
||||
char *gamedir;
|
||||
char *fn;
|
||||
const char* err = NULL; // bk001206 // rb0101023 - now const
|
||||
|
||||
// bk001206 - let's have some paranoia
|
||||
assert( name );
|
||||
|
||||
snprintf( fname, sizeof( fname ), "../%sarm.so", name );
|
||||
|
||||
// bk001129 - was RTLD_LAZY
|
||||
#define Q_RTLD RTLD_NOW
|
||||
|
||||
homepath = Cvar_VariableString( "fs_homepath" );
|
||||
basepath = Cvar_VariableString( "fs_basepath" );
|
||||
gamedir = Cvar_VariableString( "fs_game" );
|
||||
|
||||
pwdpath = Sys_Cwd();
|
||||
fn = FS_BuildOSPath( pwdpath, gamedir, fname );
|
||||
// bk001206 - verbose
|
||||
Com_Printf( "Sys_LoadDll(%s)... ", fn );
|
||||
|
||||
#ifdef __ANDROID__
|
||||
char path[500];
|
||||
char *libdir = (char*)getenv("RTCW_GAMELIBDIR");
|
||||
|
||||
#ifdef WOLF_SP_DEMO
|
||||
snprintf( path, sizeof( path ), "%s/lib%sarm_d.so", getLibPath(), name );
|
||||
#else
|
||||
snprintf( path, sizeof( path ), "%s/lib%sarm.so", libdir, name );
|
||||
#endif
|
||||
|
||||
//LOGI("Trying to load Android lib: %s",path);
|
||||
libHandle = dlopen (path, RTLD_LAZY );
|
||||
|
||||
|
||||
#else
|
||||
// bk001129 - from cvs1.17 (mkv), was fname not fn
|
||||
libHandle = dlopen( fn, Q_RTLD );
|
||||
#endif
|
||||
|
||||
|
||||
if ( !libHandle ) {
|
||||
Com_Printf( "failed (%s)\n", dlerror() );
|
||||
// homepath
|
||||
fn = FS_BuildOSPath( homepath, gamedir, fname );
|
||||
Com_Printf( "Sys_LoadDll(%s)... ", fn );
|
||||
libHandle = dlopen( fn, Q_RTLD );
|
||||
|
||||
if ( !libHandle ) {
|
||||
Com_Printf( "failed (%s)\n", dlerror() );
|
||||
// basepath
|
||||
fn = FS_BuildOSPath( basepath, gamedir, fname );
|
||||
Com_Printf( "Sys_LoadDll(%s)... ", fn );
|
||||
libHandle = dlopen( fn, Q_RTLD );
|
||||
|
||||
if ( !libHandle ) {
|
||||
Com_Printf( "failed (%s)\n", dlerror() );
|
||||
|
||||
if ( strlen( gamedir ) && Q_stricmp( gamedir, BASEGAME ) ) { // begin BASEGAME != fs_game section
|
||||
|
||||
// media-only mods: no DLL whatsoever in the fs_game
|
||||
// start the loop again using the hardcoded BASEDIRNAME
|
||||
fn = FS_BuildOSPath( pwdpath, BASEGAME, fname );
|
||||
Com_Printf( "Sys_LoadDll(%s)... ", fn );
|
||||
libHandle = dlopen( fn, Q_RTLD );
|
||||
|
||||
if ( !libHandle ) {
|
||||
Com_Printf( "failed (%s)\n", dlerror() );
|
||||
// homepath
|
||||
fn = FS_BuildOSPath( homepath, BASEGAME, fname );
|
||||
Com_Printf( "Sys_LoadDll(%s)... ", fn );
|
||||
libHandle = dlopen( fn, Q_RTLD );
|
||||
|
||||
if ( !libHandle ) {
|
||||
Com_Printf( "failed (%s)\n", dlerror() );
|
||||
// homepath
|
||||
fn = FS_BuildOSPath( basepath, BASEGAME, fname );
|
||||
Com_Printf( "Sys_LoadDll(%s)... ", fn );
|
||||
libHandle = dlopen( fn, Q_RTLD );
|
||||
|
||||
if ( !libHandle ) {
|
||||
// ok, this time things are really fucked
|
||||
Com_Printf( "failed (%s)\n", dlerror() );
|
||||
} else {
|
||||
Com_Printf( "ok\n" );
|
||||
}
|
||||
} else {
|
||||
Com_Printf( "ok\n" );
|
||||
}
|
||||
} else {
|
||||
Com_Printf( "ok\n" );
|
||||
}
|
||||
} // end BASEGAME != fs_game section
|
||||
} else {
|
||||
Com_Printf( "ok\n" );
|
||||
}
|
||||
} else {
|
||||
Com_Printf( "ok\n" );
|
||||
}
|
||||
} else {
|
||||
Com_Printf( "ok\n" );
|
||||
}
|
||||
|
||||
if ( !libHandle ) {
|
||||
#ifndef NDEBUG // in debug, abort on failure
|
||||
Com_Error( ERR_FATAL, "Sys_LoadDll(%s) failed dlopen() completely!\n", name );
|
||||
#else
|
||||
Com_Printf( "Sys_LoadDll(%s) failed dlopen() completely!\n", name );
|
||||
#endif
|
||||
return NULL;
|
||||
}
|
||||
|
||||
Com_Printf( "Sys_LoadDll handle = %p", libHandle );
|
||||
|
||||
typedef void QDECL DllEntryProc( SystemCallProc *syscallptr );
|
||||
|
||||
DllEntryProc *dllEntry = (DllEntryProc *)dlsym( libHandle, "dllEntry" );
|
||||
void *entryPoint = dlsym( libHandle, "vmMain" );
|
||||
|
||||
|
||||
// dllEntry = dlsym( libHandle, "dllEntry" );
|
||||
// *entryPoint = dlsym( libHandle, "vmMain" );
|
||||
if ( !entryPoint || !dllEntry ) {
|
||||
err = dlerror();
|
||||
#ifndef NDEBUG // bk001206 - in debug abort on failure
|
||||
Com_Error( ERR_FATAL, "Sys_LoadDll(%s) failed dlsym(vmMain):\n\"%s\" !\n", name, err );
|
||||
#else
|
||||
Com_Printf( "Sys_LoadDll(%s) failed dlsym(vmMain):\n\"%s\" !\n", name, err );
|
||||
#endif
|
||||
dlclose( libHandle );
|
||||
err = dlerror();
|
||||
if ( err != NULL ) {
|
||||
Com_Printf( "Sys_LoadDll(%s) failed dlcose:\n\"%s\"\n", name, err );
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
Com_Printf( "Sys_LoadDll(%s) found **vmMain** at %p \n", name, entryPoint ); // bk001212
|
||||
//dllEntry( systemcalls );
|
||||
Com_Printf( "Sys_LoadDll(%s) succeeded!\n", name );
|
||||
return libHandle;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
|
|
|
@ -30,8 +30,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
|
||||
if (!vr->in_camera && !vr->using_screen_layer && !vr->scopeengaged)
|
||||
{
|
||||
float screenXScale = 1.0f / 3.5f;
|
||||
float screenYScale = 1.0f / 3.5f;
|
||||
float screenXScale = 1.0f / 2.5f;
|
||||
float screenYScale = 1.0f / 2.5f;
|
||||
|
||||
float xoffset = -24;
|
||||
if (cg.refdef.stereoView == 1) {
|
||||
|
|
|
@ -100,7 +100,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
#define WAVE_AMPLITUDE 1
|
||||
#define WAVE_FREQUENCY 0.4
|
||||
|
||||
#define DEFAULT_PLAYER_HEIGHT 58
|
||||
#define DEFAULT_PLAYER_HEIGHT 64
|
||||
|
||||
//=================================================
|
||||
|
||||
|
|
|
@ -382,7 +382,7 @@ static cvarTable_t cvarTable[] = {
|
|||
{ &cg_fov, "cg_fov", "80", CVAR_ARCHIVE },
|
||||
{ &cg_fovAspectAdjust, "cg_fovAspectAdjust", "0", CVAR_ARCHIVE },
|
||||
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
|
||||
{ &cg_worldScale, "cg_worldScale", "37.5", CVAR_ARCHIVE },
|
||||
{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
|
||||
{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
|
||||
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
|
||||
{ &cg_renderToTextureFX, "cg_renderToTextureFX", "1", CVAR_ARCHIVE },
|
||||
|
@ -454,7 +454,7 @@ static cvarTable_t cvarTable[] = {
|
|||
{ &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_ARCHIVE },
|
||||
{ &cg_thirdPersonAutoAlpha, "cg_thirdPersonAutoAlpha", "0", 0 },
|
||||
// NOTE: also declare this in UI_Init
|
||||
{ &cg_saberAutoThird, "cg_saberAutoThird", "1", CVAR_ARCHIVE },
|
||||
{ &cg_saberAutoThird, "cg_saberAutoThird", "0", CVAR_ARCHIVE },
|
||||
{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
|
||||
|
||||
{ &cg_pano, "pano", "0", 0 },
|
||||
|
|
|
@ -6845,6 +6845,8 @@ void CG_Player( centity_t *cent ) {
|
|||
return;
|
||||
}
|
||||
|
||||
vr->weaponid = cg.snap->ps.weapon;
|
||||
|
||||
calcedMp = qfalse;
|
||||
|
||||
//Get the player's light level for stealth calculations
|
||||
|
|
|
@ -873,7 +873,6 @@ static float CG_CalculateWeaponPositionAndScale( playerState_t *ps, vec3_t origi
|
|||
//Weapon offset debugging
|
||||
float scale=1.0f;
|
||||
if (strcmp(cgi_Cvar_Get("vr_control_scheme"), "99") == 0) {
|
||||
vr->weaponid = ps->weapon;
|
||||
scale = vr->test_scale;
|
||||
|
||||
//Adjust angles for weapon models that aren't aligned very well
|
||||
|
|
|
@ -2144,7 +2144,7 @@ void R_WorldEffectCommand(const char *command)
|
|||
return;
|
||||
}
|
||||
CParticleCloud& nCloud = mParticleClouds.push_back();
|
||||
nCloud.Initialize(1000, "gfx/effects/snowflake1.bmp");
|
||||
nCloud.Initialize(1000, "gfx/effects/snowflake1.tga");
|
||||
nCloud.mBlendMode = 1;
|
||||
nCloud.mRotationChangeNext = 0;
|
||||
nCloud.mColor = 0.75f;
|
||||
|
|
|
@ -60,7 +60,7 @@ void GL_Bind( image_t *image ) {
|
|||
int texnum;
|
||||
|
||||
if ( !image ) {
|
||||
ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" );
|
||||
//ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" );
|
||||
texnum = tr.defaultImage->texnum;
|
||||
} else {
|
||||
texnum = image->texnum;
|
||||
|
|
|
@ -29,8 +29,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
|
||||
if (!vr->in_camera && !vr->using_screen_layer && !vr->scopeengaged)
|
||||
{
|
||||
float screenXScale = 1.0f / 3.5f;
|
||||
float screenYScale = 1.0f / 3.5f;
|
||||
float screenXScale = 1.0f / 2.5f;
|
||||
float screenYScale = 1.0f / 2.5f;
|
||||
|
||||
float xoffset = -24;
|
||||
if (cg.refdef.stereoView == 1) {
|
||||
|
|
|
@ -369,7 +369,7 @@ static cvarTable_t cvarTable[] = {
|
|||
{ &cg_fov, "cg_fov", "80", CVAR_ARCHIVE },
|
||||
{ &cg_fovAspectAdjust, "cg_fovAspectAdjust", "0", CVAR_ARCHIVE },
|
||||
{ &cg_stereoSeparation, "cg_stereoSeparation", "0.065", CVAR_ARCHIVE },
|
||||
{ &cg_worldScale, "cg_worldScale", "37.5", CVAR_ARCHIVE },
|
||||
{ &cg_worldScale, "cg_worldScale", "33.5", CVAR_ARCHIVE },
|
||||
{ &cg_heightAdjust, "cg_heightAdjust", "0.0", CVAR_ARCHIVE },
|
||||
{ &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
|
||||
|
||||
|
@ -434,7 +434,7 @@ static cvarTable_t cvarTable[] = {
|
|||
{ &cg_thirdPersonAlpha, "cg_thirdPersonAlpha", "1.0", CVAR_CHEAT },
|
||||
{ &cg_thirdPersonAutoAlpha, "cg_thirdPersonAutoAlpha", "0", 0 },
|
||||
|
||||
{ &cg_saberAutoThird, "cg_saberAutoThird", "1", CVAR_ARCHIVE },
|
||||
{ &cg_saberAutoThird, "cg_saberAutoThird", "0", CVAR_ARCHIVE },
|
||||
{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
|
||||
|
||||
{ &cg_pano, "pano", "0", 0 },
|
||||
|
|
|
@ -3462,7 +3462,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
|
|||
VectorCopy(axis[0], hiltEnt.axis[2]);
|
||||
cgi_R_AddRefEntityToScene(&hiltEnt);
|
||||
static int playingSaberSwingSound = 0;
|
||||
if (vr->swingvelocity > SABER_ACTIVATE_VELOCITY && (cg.time - playingSaberSwingSound) > 750)
|
||||
if (vr->primaryswingvelocity > SABER_ACTIVATE_VELOCITY && (cg.time - playingSaberSwingSound) > 750)
|
||||
{
|
||||
cgi_S_StartSound ( hiltEnt.origin, cent->gent->s.number, CHAN_AUTO, cgi_S_RegisterSound( va( "sound/weapons/saber/saberhup%d.wav", Q_irand( 0, 2 ) * 3 + 1 ) ) );
|
||||
playingSaberSwingSound = cg.time;
|
||||
|
@ -4688,7 +4688,7 @@ Ghoul2 Insert End
|
|||
if ( cg.time > saberTrail->lastTime + 2 && saberTrail->inAction ) // 2ms
|
||||
{
|
||||
//Swinging the saber quick enough to trigger a sound should also invoke trails
|
||||
if ( (saberTrail->inAction || (vr->swingvelocity > SABER_ACTIVATE_VELOCITY)) &&
|
||||
if ( (saberTrail->inAction || (vr->primaryswingvelocity > SABER_ACTIVATE_VELOCITY)) &&
|
||||
cg.time < saberTrail->lastTime + 300 ) // if we have a stale segment, don't draw until we have a fresh one
|
||||
{
|
||||
vec3_t rgb1={255,255,255};
|
||||
|
@ -4859,6 +4859,8 @@ void CG_Player(centity_t *cent ) {
|
|||
return;
|
||||
}
|
||||
|
||||
vr->weaponid = cg.snap->ps.weapon;
|
||||
|
||||
//Get the player's light level for stealth calculations
|
||||
CG_GetPlayerLightLevel( cent );
|
||||
|
||||
|
|
|
@ -790,7 +790,6 @@ static float CG_CalculateWeaponPositionAndScale( playerState_t *ps, vec3_t origi
|
|||
//Weapon offset debugging
|
||||
float scale=1.0f;
|
||||
if (strcmp(cgi_Cvar_Get("vr_control_scheme"), "99") == 0) {
|
||||
vr->weaponid = ps->weapon;
|
||||
scale = vr->test_scale;
|
||||
|
||||
//Adjust angles for weapon models that aren't aligned very well
|
||||
|
|
|
@ -25,7 +25,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
|
||||
#define WAYPOINT_NONE -1
|
||||
|
||||
#define MAX_STORED_WAYPOINTS 512//???
|
||||
#define MAX_STORED_WAYPOINTS 2048//??? can I increase this>!?!
|
||||
#define MAX_WAYPOINT_REACHED_DIST_SQUARED 1024 //32 squared
|
||||
#define MAX_COLL_AVOID_DIST 128
|
||||
#define NAVGOAL_USE_RADIUS 16384 //Used to force the waypoint_navgoals with a manually set radius to actually do a DistanceSquared check, not just bounds overlap
|
||||
|
|
Loading…
Reference in a new issue