mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-21 19:51:33 +00:00
Some weapon aiming code
This commit is contained in:
parent
163b725ebe
commit
385017812e
24 changed files with 231 additions and 149 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.jk2quest"
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android:versionCode="2"
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android:versionName="0.0.2" android:installLocation="auto" >
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android:versionCode="4"
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android:versionName="0.0.4" 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="0x00030001" android:required="true"/>
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@ -1282,16 +1282,6 @@ void JKVR_Init()
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vr_immersive_cinematics = Cvar_Get("vr_immersive_cinematics", "1", CVAR_ARCHIVE);
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vr_screen_dist = Cvar_Get( "vr_screen_dist", "2.5", CVAR_ARCHIVE);
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//Set up vr client info
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vr.visible_hud = qtrue;
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vr.weapon_recoil = 0.0f;
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//Clear teleport stuff
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vr.teleportexecute = qfalse;
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vr.teleportseek = qfalse;
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vr.teleportenabled = qfalse;
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vr.teleportready = qfalse;
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}
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@ -1353,23 +1343,7 @@ void JKVR_processMessageQueue() {
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}
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case MESSAGE_ON_START:
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{
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if (!jk2_initialised)
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{
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ALOGV( " Initialising jk2 Engine" );
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//Set command line arguments here
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if (argc != 0)
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{
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//TODO
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}
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else
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{
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int argc = 1; char *argv[] = { "jk2" };
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}
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jk2_initialised = qtrue;
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}
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openjk_initialised = qtrue;
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break;
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}
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case MESSAGE_ON_RESUME:
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@ -1425,7 +1399,7 @@ void * AppThreadFunction(void * parm ) {
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// Note that AttachCurrentThread will reset the thread name.
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prctl(PR_SET_NAME, (long) "OVR::Main", 0, 0, 0);
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jk2_initialised = false;
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openjk_initialised = false;
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vr_screen_dist = NULL;
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const ovrInitParms initParms = vrapi_DefaultInitParms(&java);
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@ -1491,16 +1465,15 @@ void * AppThreadFunction(void * parm ) {
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// Create the scene if not yet created.
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ovrScene_Create( m_width, m_height, &gAppState.Scene, &java );
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char *game = (char*)getenv("JK_GAME");
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if (strcmp(game, "jo") == 0) {
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#ifdef JK2_MODE
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chdir("/sdcard/JKQuest/JK2");
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} else {
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#else
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chdir("/sdcard/JKQuest/JK3");
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}
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#endif
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//Run loading loop until we are ready to start JKVR
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while (!destroyed && !jk2_initialised) {
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while (!destroyed && !openjk_initialised) {
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JKVR_processMessageQueue();
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JKVR_incrementFrameIndex();
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showLoadingIcon();
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@ -2,7 +2,6 @@
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#define vr_client_info_h
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#define NUM_WEAPON_SAMPLES 10
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#define WEAPON_RECOIL 15.0f;
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typedef struct {
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bool in_camera; // cinematic camera taken over
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@ -12,7 +11,6 @@ typedef struct {
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bool weapon_stabilised;
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bool right_handed;
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bool player_moving;
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bool visible_hud;
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int weaponid;
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int lastweaponid;
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bool mountedgun;
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@ -33,8 +31,6 @@ typedef struct {
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vec3_t clientviewangles; //orientation in the client - we use this in the cgame
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float snapTurn; // how much turn has been applied to the yaw by joystick
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float weapon_recoil; // recoil effect to improve the default
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vec3_t weaponposition;
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vec3_t weaponoffset;
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float weaponoffset_timestamp;
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@ -60,17 +56,6 @@ typedef struct {
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vec3_t offhandposition;
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vec3_t offhandoffset;
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//
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// Teleport Stuff
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//
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bool teleportenabled;
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bool teleportseek; // player looking to teleport
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bool teleportready; // player pointing to a valid teleport location
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vec3_t teleportdest; // teleport destination
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bool teleportexecute; // execute the teleport
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//////////////////////////////////////
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// Test stuff for weapon alignment
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//////////////////////////////////////
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@ -31,7 +31,7 @@ typedef enum control_scheme {
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WEAPON_ALIGN = 99
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} control_scheme_t;
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extern bool jk2_initialised;
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extern bool openjk_initialised;
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extern long long global_time;
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extern float playerHeight;
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extern float playerYaw;
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@ -48,7 +48,7 @@ float remote_movementForward;
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float remote_movementUp;
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float positional_movementSideways;
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float positional_movementForward;
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bool jk2_initialised;
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bool openjk_initialised;
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long long global_time;
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float playerHeight;
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float playerYaw;
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@ -43,8 +43,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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vr.right_handed = vr_control_scheme->value < 10 ||
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vr_control_scheme->value == 99; // Always right-handed for weapon calibration
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vr.teleportenabled = vr_teleport->integer != 0;
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static bool dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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static bool canUseBackpack = false;
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@ -112,9 +110,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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vec3_t rotation = {0};
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rotation[PITCH] = 30;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife);
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rotation[PITCH] = vr_weapon_pitchadjust->value +
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(vr.pistol ? vr.weapon_recoil : 0.0f); // Our hacked recoil effect
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vr.weapon_recoil *= 0.8f; // quick reduction on synthetic recoil
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rotation[PITCH] = vr_weapon_pitchadjust->value;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
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VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
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@ -281,14 +277,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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}
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}
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static bool finishReloadNextFrame = false;
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if (finishReloadNextFrame)
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{
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ALOGV("**WEAPON EVENT** -reload");
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sendButtonActionSimple("-reload");
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finishReloadNextFrame = false;
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}
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// Calculate if player tries to reach backpack
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bool handInBackpack = false;
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bool bpDistToHMDOk = false, bpWeaponHeightOk = false, bpWeaponAngleOk = false, bpHmdToWeaponAngleOk = false;
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@ -412,11 +400,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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}
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else
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{
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if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
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vr_reloadtimeoutms->integer) {
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sendButtonActionSimple("+reload");
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finishReloadNextFrame = true;
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}
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dominantGripPushTime = 0;
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}
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}
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@ -447,10 +430,16 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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positional_movementSideways,
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positional_movementForward);
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//Jump (B Button)
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//Jump (A Button)
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if ((primaryButtonsNew & primaryButton1) != (primaryButtonsOld & primaryButton1))
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{
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sendButtonAction("+moveup", (primaryButtonsNew & primaryButton1));
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}
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//Alt Fire (B Button)
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if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2))
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{
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sendButtonAction("+moveup", (primaryButtonsNew & primaryButton2));
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sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2));
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}
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@ -470,10 +459,10 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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//Duck - off hand joystick
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if ((secondaryButtonsNew & ovrButton_Joystick) !=
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(secondaryButtonsNew & ovrButton_Joystick)) {
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if ((secondaryButtonsNew & secondaryThumb) !=
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(secondaryButtonsNew & secondaryThumb)) {
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sendButtonAction("+movedown", (primaryButtonsNew & primaryButton1));
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sendButtonAction("+movedown", (secondaryButtonsNew & secondaryThumb));
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}
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//Use
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@ -526,61 +515,29 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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remote_movementForward);
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static bool stopUseItemNextFrame = false;
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if (stopUseItemNextFrame)
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{
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Cbuf_AddText("-useitem\n");
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stopUseItemNextFrame = false;
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}
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//Use Force (X button)
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if (!canUseQuickSave) {
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if (((secondaryButtonsNew & secondaryButton1) !=
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(secondaryButtonsOld & secondaryButton1)) &&
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(secondaryButtonsNew & secondaryButton1)) {
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if (dominantGripPushed) {
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Cbuf_AddText("+useitem\n");
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stopUseItemNextFrame = qtrue;
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} else {
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vr.visible_hud = !vr.visible_hud;
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}
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if ((secondaryButtonsNew & secondaryButton1) !=
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(secondaryButtonsOld & secondaryButton1)) {
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sendButtonAction("+useforce", (secondaryButtonsNew & secondaryButton1));
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}
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}
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//notebook or select "item"
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if (!canUseQuickSave) {
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if (((secondaryButtonsNew & secondaryButton2) !=
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(secondaryButtonsOld & secondaryButton2)) &&
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(secondaryButtonsNew & secondaryButton2)) {
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if (dominantGripPushed) {
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sendButtonActionSimple("itemprev");
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} else {
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sendButtonActionSimple("notebook");
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}
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sendButtonActionSimple("forcenext");
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}
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}
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//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
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//in meantime, then it wouldn't stop the gun firing and it would get stuck
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if (!vr.teleportenabled)
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{
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//Run
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handleTrackedControllerButton(pOffTrackedRemoteNew,
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pOffTrackedRemoteOld,
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ovrButton_Trigger, A_SHIFT);
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} else {
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if (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)
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{
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vr.teleportseek = qtrue;
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}
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else if (vr.teleportseek)
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{
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vr.teleportseek = qfalse;
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vr.teleportexecute = vr.teleportready;
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vr.teleportready = qfalse;
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}
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}
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@ -887,7 +887,9 @@ static float CG_CalculateWeaponPositionAndScale( playerState_t *ps, vec3_t origi
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VectorCopy(vr->test_offset, offset);
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CG_CenterPrint( vr->test_name, SMALLCHAR_WIDTH );
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int w = cgi_R_Font_StrLenPixels(vr->test_name, cgs.media.qhFontSmall, 1.0f);
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int x = ( SCREEN_WIDTH - w ) / 2;
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cgi_R_Font_DrawString(x, (SCREEN_HEIGHT / 2), vr->test_name, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f);
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} else {
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if (ps->weapon != 0)
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{
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@ -1184,12 +1186,11 @@ 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 endForward, endRight, endUp;
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vec3_t angles;
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clientInfo_t ci;
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BG_CalculateVRWeaponPosition( origin, angles );
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vec3_t _angles;
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BG_CalculateVRWeaponPosition( origin, _angles );
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vec3_t forward, right, up;
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AngleVectors(angles, forward, right, up);
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AngleVectors(_angles, forward, right, up);
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trace_t trace;
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VectorMA(origin, 256, forward, endForward);
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@ -25,6 +25,8 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#include "wp_saber.h"
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#include "w_local.h"
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#include "bg_local.h"
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//---------------
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// Bryar Pistol
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@ -37,6 +39,15 @@ void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire )
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vec3_t start;
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int damage = !alt_fire ? weaponData[WP_BRYAR_PISTOL].damage : weaponData[WP_BRYAR_PISTOL].altDamage;
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vec3_t angs;
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if ( ent->client && !ent->NPC)
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{
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BG_CalculateVRWeaponPosition(muzzle, angs);
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}
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else {
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vectoangles(forwardVec, angs);
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}
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VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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@ -46,10 +57,6 @@ void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire )
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//FIXME: maybe force sight level 3 autoaims some?
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if ( ent->NPC && ent->NPC->currentAim < 5 )
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{
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vec3_t angs;
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vectoangles( forwardVec, angs );
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if ( ent->client->NPC_class == CLASS_IMPWORKER )
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{//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy
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angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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@ -25,6 +25,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "w_local.h"
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#include "bg_local.h"
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//-------------------
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// Wookiee Bowcaster
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@ -88,7 +89,14 @@ static void WP_BowcasterMainFire( gentity_t *ent )
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// create a range of different velocities
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vel = BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f );
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vectoangles( forwardVec, angs );
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vec3_t angs;
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if ( ent->client && !ent->NPC)
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{
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BG_CalculateVRWeaponPosition(muzzle, angs);
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}
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else {
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vectoangles(forwardVec, angs);
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}
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if ( !(ent->client->ps.forcePowersActive&(1<<FP_SEE))
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|| ent->client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 )
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@ -26,6 +26,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#include "wp_saber.h"
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#include "w_local.h"
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#include "../cgame/cg_local.h"
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#include "bg_local.h"
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static void WP_FireConcussionAlt( gentity_t *ent )
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{//a rail-gun-like beam
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@ -256,13 +257,23 @@ static void WP_FireConcussion( gentity_t *ent )
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int damage = weaponData[WP_CONCUSSION].damage;
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float vel = CONC_VELOCITY;
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vec3_t angs, forward;
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if ( ent->client && !ent->NPC)
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{
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BG_CalculateVRWeaponPosition(muzzle, angs);
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AngleVectors(angs, forward, NULL, NULL);
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}
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else {
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VectorCopy(forwardVec, forward);
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}
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if (ent->s.number >= MAX_CLIENTS)
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{
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vec3_t angles;
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vectoangles(forwardVec, angles);
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vectoangles(forward, angles);
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angles[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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angles[YAW] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f
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AngleVectors(angles, forwardVec, vrightVec, up);
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AngleVectors(angles, forward, vrightVec, up);
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}
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//hold us still for a bit
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@ -279,7 +290,7 @@ static void WP_FireConcussion( gentity_t *ent )
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VectorCopy( muzzle, start );
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WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
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gentity_t *missile = CreateMissile( start, forwardVec, vel, 10000, ent, qfalse );
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gentity_t *missile = CreateMissile( start, forward, vel, 10000, ent, qfalse );
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missile->classname = "conc_proj";
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missile->s.weapon = WP_CONCUSSION;
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@ -25,6 +25,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#include "g_functions.h"
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#include "wp_saber.h"
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#include "w_local.h"
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#include "bg_local.h"
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//-------------------
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// DEMP2
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@ -37,12 +38,22 @@ static void WP_DEMP2_MainFire( gentity_t *ent )
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vec3_t start;
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int damage = weaponData[WP_DEMP2].damage;
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|
||||
vec3_t angs, forward;
|
||||
if ( ent->client && !ent->NPC)
|
||||
{
|
||||
BG_CalculateVRWeaponPosition(muzzle, angs);
|
||||
AngleVectors(angs, forward, NULL, NULL);
|
||||
}
|
||||
else {
|
||||
VectorCopy(forwardVec, forward);
|
||||
}
|
||||
|
||||
VectorCopy( muzzle, start );
|
||||
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
|
||||
|
||||
WP_MissileTargetHint(ent, start, forwardVec);
|
||||
WP_MissileTargetHint(ent, start, forward);
|
||||
|
||||
gentity_t *missile = CreateMissile( start, forwardVec, DEMP2_VELOCITY, 10000, ent );
|
||||
gentity_t *missile = CreateMissile( start, forward, DEMP2_VELOCITY, 10000, ent );
|
||||
|
||||
missile->classname = "demp2_proj";
|
||||
missile->s.weapon = WP_DEMP2;
|
||||
|
|
|
@ -25,6 +25,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
#include "g_functions.h"
|
||||
#include "wp_saber.h"
|
||||
#include "w_local.h"
|
||||
#include "bg_local.h"
|
||||
|
||||
//---------------------
|
||||
// Tenloss Disruptor
|
||||
|
@ -67,8 +68,20 @@ static void WP_DisruptorMainFire( gentity_t *ent )
|
|||
// damage *= 2;
|
||||
// }
|
||||
|
||||
WP_MissileTargetHint(ent, start, forwardVec);
|
||||
VectorMA( start, shotRange, forwardVec, end );
|
||||
|
||||
vec3_t angs, forward;
|
||||
if ( ent->client && !ent->NPC)
|
||||
{
|
||||
BG_CalculateVRWeaponPosition(muzzle, angs);
|
||||
AngleVectors(angs, forward, NULL, NULL);
|
||||
}
|
||||
else {
|
||||
VectorCopy(forwardVec, forward);
|
||||
}
|
||||
|
||||
|
||||
WP_MissileTargetHint(ent, start, forward);
|
||||
VectorMA( start, shotRange, forward, end );
|
||||
|
||||
int ignore = ent->s.number;
|
||||
int traces = 0;
|
||||
|
|
|
@ -25,6 +25,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
#include "g_functions.h"
|
||||
#include "wp_saber.h"
|
||||
#include "w_local.h"
|
||||
#include "bg_local.h"
|
||||
|
||||
//-----------------------
|
||||
// Golan Arms Flechette
|
||||
|
@ -56,7 +57,14 @@ static void WP_FlechetteMainFire( gentity_t *ent )
|
|||
|
||||
for ( int i = 0; i < FLECHETTE_SHOTS; i++ )
|
||||
{
|
||||
vectoangles( forwardVec, angs );
|
||||
vec3_t angs;
|
||||
if ( ent->client && !ent->NPC)
|
||||
{
|
||||
BG_CalculateVRWeaponPosition(muzzle, angs);
|
||||
}
|
||||
else {
|
||||
vectoangles(forwardVec, angs);
|
||||
}
|
||||
|
||||
if ( i == 0 && ent->s.number == 0 )
|
||||
{
|
||||
|
|
|
@ -25,6 +25,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
#include "g_functions.h"
|
||||
#include "wp_saber.h"
|
||||
#include "w_local.h"
|
||||
#include "bg_local.h"
|
||||
|
||||
//-------------------
|
||||
// Heavy Repeater
|
||||
|
@ -97,8 +98,18 @@ static void WP_RepeaterAltFire( gentity_t *ent )
|
|||
}
|
||||
else
|
||||
{
|
||||
WP_MissileTargetHint(ent, start, forwardVec);
|
||||
missile = CreateMissile( start, forwardVec, REPEATER_ALT_VELOCITY, 10000, ent, qtrue );
|
||||
vec3_t angs, forward;
|
||||
if ( ent->client && !ent->NPC)
|
||||
{
|
||||
BG_CalculateVRWeaponPosition(muzzle, angs);
|
||||
AngleVectors(angs, forward, NULL, NULL);
|
||||
}
|
||||
else {
|
||||
VectorCopy(forwardVec, forward);
|
||||
}
|
||||
|
||||
WP_MissileTargetHint(ent, start, forward);
|
||||
missile = CreateMissile( start, forward, REPEATER_ALT_VELOCITY, 10000, ent, qtrue );
|
||||
}
|
||||
|
||||
missile->classname = "repeater_alt_proj";
|
||||
|
@ -151,8 +162,13 @@ void WP_FireRepeater( gentity_t *ent, qboolean alt_fire )
|
|||
//---------------------------------------------------------
|
||||
{
|
||||
vec3_t dir, angs;
|
||||
|
||||
vectoangles( forwardVec, angs );
|
||||
if ( ent->client && !ent->NPC)
|
||||
{
|
||||
BG_CalculateVRWeaponPosition(muzzle, angs);
|
||||
}
|
||||
else {
|
||||
vectoangles( forwardVec, angs );
|
||||
}
|
||||
|
||||
if ( alt_fire )
|
||||
{
|
||||
|
|
|
@ -25,6 +25,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
#include "g_functions.h"
|
||||
#include "wp_saber.h"
|
||||
#include "w_local.h"
|
||||
#include "bg_local.h"
|
||||
|
||||
//-----------------------
|
||||
// Rocket Launcher
|
||||
|
@ -182,10 +183,20 @@ void WP_FireRocket( gentity_t *ent, qboolean alt_fire )
|
|||
vel *= 0.5f;
|
||||
}
|
||||
|
||||
vec3_t angs, forward;
|
||||
if ( ent->client && !ent->NPC)
|
||||
{
|
||||
BG_CalculateVRWeaponPosition(muzzle, angs);
|
||||
AngleVectors(angs, forward, NULL, NULL);
|
||||
}
|
||||
else {
|
||||
VectorCopy(forwardVec, forward);
|
||||
}
|
||||
|
||||
VectorCopy( muzzle, start );
|
||||
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall
|
||||
|
||||
gentity_t *missile = CreateMissile( start, forwardVec, vel, 10000, ent, alt_fire );
|
||||
gentity_t *missile = CreateMissile( start, forward, vel, 10000, ent, alt_fire );
|
||||
|
||||
missile->classname = "rocket_proj";
|
||||
missile->s.weapon = WP_ROCKET_LAUNCHER;
|
||||
|
|
|
@ -25,6 +25,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
#include "g_functions.h"
|
||||
#include "wp_saber.h"
|
||||
#include "w_local.h"
|
||||
#include "bg_local.h"
|
||||
|
||||
//---------------------------------------------------------
|
||||
void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
|
||||
|
@ -35,10 +36,20 @@ void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
|
|||
|
||||
G_Sound( ent, G_SoundIndex( "sound/weapons/baton/fire" ));
|
||||
|
||||
vec3_t angs, forward;
|
||||
if ( ent->client && !ent->NPC)
|
||||
{
|
||||
BG_CalculateVRWeaponPosition(muzzle, angs);
|
||||
AngleVectors(angs, forward, NULL, NULL);
|
||||
}
|
||||
else {
|
||||
VectorCopy(forwardVec, forward);
|
||||
}
|
||||
|
||||
VectorCopy( muzzle, start );
|
||||
WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );
|
||||
|
||||
VectorMA( start, STUN_BATON_RANGE, forwardVec, end );
|
||||
VectorMA( start, STUN_BATON_RANGE, forward, end );
|
||||
|
||||
VectorSet( maxs, 5, 5, 5 );
|
||||
VectorScale( maxs, -1, mins );
|
||||
|
@ -60,10 +71,10 @@ void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
|
|||
// G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) );
|
||||
tr_ent->client->ps.powerups[PW_SHOCKED] = level.time + 1500;
|
||||
|
||||
G_Damage( tr_ent, ent, ent, forwardVec, tr.endpos, weaponData[WP_STUN_BATON].damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
||||
G_Damage( tr_ent, ent, ent, forward, tr.endpos, weaponData[WP_STUN_BATON].damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE );
|
||||
}
|
||||
else if ( tr_ent->svFlags & SVF_GLASS_BRUSH || ( tr_ent->svFlags & SVF_BBRUSH && tr_ent->material == 12 )) // material grate...we are breaking a grate!
|
||||
{
|
||||
G_Damage( tr_ent, ent, ent, forwardVec, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy
|
||||
G_Damage( tr_ent, ent, ent, forward, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy
|
||||
}
|
||||
}
|
|
@ -991,7 +991,11 @@ void Com_ExecuteCfg(void)
|
|||
Cbuf_Execute();
|
||||
Cbuf_ExecuteText(EXEC_NOW, "exec autoexec_sp.cfg\n");
|
||||
//Execute to overwrite weapon locations with our desired adjustments
|
||||
Cbuf_AddText( "exec weapons_vr.cfg\n" );
|
||||
#ifdef JK2_MODE
|
||||
Cbuf_AddText( "exec weapons_vr_jo.cfg\n" );
|
||||
#else
|
||||
Cbuf_AddText( "exec weapons_vr_ja.cfg\n" );
|
||||
#endif
|
||||
Cbuf_Execute();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -270,7 +270,7 @@ void UI_Init( int apiVersion, uiimport_t *uiimport, qboolean inGameLoad )
|
|||
|
||||
Menu_Cache( );
|
||||
|
||||
ui.Cvar_Create( "cg_drawCrosshair", "1", CVAR_ARCHIVE );
|
||||
ui.Cvar_Create( "cg_drawCrosshair", "0", CVAR_ARCHIVE );
|
||||
ui.Cvar_Create( "cg_marks", "1", CVAR_ARCHIVE );
|
||||
ui.Cvar_Create ("s_language", "english", CVAR_ARCHIVE | CVAR_NORESTART);
|
||||
#ifndef JK2_MODE
|
||||
|
|
|
@ -3522,7 +3522,7 @@ void CG_DrawForceSelect( void )
|
|||
{
|
||||
int w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 1.0f);
|
||||
int x = ( SCREEN_WIDTH - w ) / 2;
|
||||
cgi_R_Font_DrawString(x, (SCREEN_HEIGHT - 24), text, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f);
|
||||
cgi_R_Font_DrawString(x, (SCREEN_HEIGHT / 2 + 50), text, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -580,7 +580,7 @@ void G_InitCvars( void ) {
|
|||
g_ICARUSDebug = gi.cvar( "g_ICARUSDebug", "0", CVAR_CHEAT );
|
||||
g_timescale = gi.cvar( "timescale", "1", 0 );
|
||||
|
||||
g_subtitles = gi.cvar( "g_subtitles", "2", CVAR_ARCHIVE );
|
||||
g_subtitles = gi.cvar( "g_subtitles", "0", CVAR_ARCHIVE );
|
||||
com_buildScript = gi.cvar ("com_buildscript", "0", 0);
|
||||
|
||||
g_saberAutoBlocking = gi.cvar( "g_saberAutoBlocking", "1", CVAR_ARCHIVE|CVAR_CHEAT );//must press +block button to do any blocking
|
||||
|
|
Binary file not shown.
68
assets/weapons_vr_ja.cfg
Normal file
68
assets/weapons_vr_ja.cfg
Normal file
|
@ -0,0 +1,68 @@
|
|||
|
||||
///////////////////////////////////////////////////////////////////
|
||||
// Weapon IDs
|
||||
//
|
||||
// WP_NONE,
|
||||
//
|
||||
// // Player weapons
|
||||
// WP_SABER, // player and NPC weapon
|
||||
// WP_BLASTER_PISTOL, // player and NPC weapon
|
||||
// WP_BLASTER, // player and NPC weapon
|
||||
// WP_DISRUPTOR, // player and NPC weapon
|
||||
// WP_BOWCASTER, // NPC weapon - player can pick this up, but never starts with them
|
||||
// WP_REPEATER, // NPC weapon - player can pick this up, but never starts with them
|
||||
// WP_DEMP2, // NPC weapon - player can pick this up, but never starts with them
|
||||
// WP_FLECHETTE, // NPC weapon - player can pick this up, but never starts with them
|
||||
// WP_ROCKET_LAUNCHER, // NPC weapon - player can pick this up, but never starts with them
|
||||
// WP_THERMAL, // player and NPC weapon
|
||||
// WP_TRIP_MINE, // NPC weapon - player can pick this up, but never starts with them
|
||||
// WP_DET_PACK, // NPC weapon - player can pick this up, but never starts with them
|
||||
// WP_CONCUSSION, // NPC weapon - player can pick this up, but never starts with them
|
||||
//
|
||||
// //extras
|
||||
// WP_MELEE, // player and NPC weapon - Any old melee attack
|
||||
//
|
||||
// //when in atst
|
||||
// WP_ATST_MAIN,
|
||||
// WP_ATST_SIDE,
|
||||
//
|
||||
// // These can never be gotten directly by the player
|
||||
// WP_STUN_BATON, // stupid weapon, should remove
|
||||
//
|
||||
// //NPC weapons
|
||||
// WP_BRYAR_PISTOL, // NPC weapon - player can pick this up, but never starts with them
|
||||
//
|
||||
// WP_EMPLACED_GUN,
|
||||
//
|
||||
// WP_BOT_LASER, // Probe droid - Laser blast
|
||||
//
|
||||
// WP_TURRET, // turret guns
|
||||
//
|
||||
// WP_TIE_FIGHTER,
|
||||
//
|
||||
// WP_RAPID_FIRE_CONC,
|
||||
//
|
||||
// WP_JAWA,
|
||||
// WP_TUSKEN_RIFLE,
|
||||
// WP_TUSKEN_STAFF,
|
||||
// WP_SCEPTER,
|
||||
// WP_NOGHRI_STICK,
|
||||
|
||||
|
||||
|
||||
// Weapon offsets - This is the default for the weapon models
|
||||
// put the weapon id at the end of the cvar name, so the knife is vr_weapon_adjustment_1
|
||||
// Values are: scale,right,up,forward,pitch,yaw,roll
|
||||
|
||||
seta vr_weapon_adjustment_2 "1.0,-3.5,7.4,-12.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_3 "1.0,-3.5,7.4,-10.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_4 "1.0,-3.5,7.4,-6.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_5 "1.5,-3.5,8.5,-10.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_6 "1.0,-3.5,7.0,-8.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_7 "1.0,-5.0,7.5,-10.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_8 "1.0,-5.0,8.0,-10.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_13 "1.5,-5.0,8.0,-10.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_9 "1.5,-4.0,7.5,-10.0,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_10 "1.7,-4.5,8.0,-15.4,0.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_11 "1.0,-6.0,6.0,-10.0,20.0,0.0,0.0"
|
||||
seta vr_weapon_adjustment_12 "1.5,-5.0,7.0,-11.0,30.0,6.3,-12.0"
|
|
@ -186,19 +186,18 @@ import static android.system.Os.setenv;
|
|||
|
||||
public void create() {
|
||||
//Make the directories
|
||||
new File("/sdcard/JKQuest/jo/base").mkdirs();
|
||||
new File("/sdcard/JKQuest/ja/base").mkdirs();
|
||||
new File("/sdcard/JKQuest/JK2/base").mkdirs();
|
||||
new File("/sdcard/JKQuest/JK3/base").mkdirs();
|
||||
|
||||
//Copy the command line params file
|
||||
copy_asset("/sdcard/JKQuest", "commandline.txt", false);
|
||||
|
||||
//Copy the weapon adjustment config
|
||||
copy_asset("/sdcard/JKQuest/jo/base", "weapons_vr.cfg", false);
|
||||
copy_asset("/sdcard/JKQuest/ja/base", "weapons_vr.cfg", false);
|
||||
copy_asset("/sdcard/JKQuest/JK2/base", "weapons_vr_jo.cfg", false);
|
||||
copy_asset("/sdcard/JKQuest/JK3/base", "weapons_vr_ja.cfg", false);
|
||||
|
||||
//and the cheat menu pk3 for testing
|
||||
copy_asset("/sdcard/JKQuest/jo/base", "Expanded_Menu.pk3", true);
|
||||
copy_asset("/sdcard/JKQuest/ja/base", "Z_BetaV0.2_NewMenus.pk3", true);
|
||||
copy_asset("/sdcard/JKQuest/JK3/base", "Z_BetaV0.2_NewMenus.pk3", true);
|
||||
|
||||
//Read these from a file and pass through
|
||||
commandLineParams = new String("jo");
|
||||
|
@ -226,7 +225,6 @@ import static android.system.Os.setenv;
|
|||
}
|
||||
|
||||
try {
|
||||
setenv("JK_GAME", game, true);
|
||||
setenv("JK_LIBDIR", getApplicationInfo().nativeLibraryDir, true);
|
||||
}
|
||||
catch (Exception e)
|
||||
|
|
Loading…
Reference in a new issue