Fix quick save crash

This commit is contained in:
Simon 2023-05-09 22:06:11 +01:00
parent 176d7efead
commit 4405c2214f

View file

@ -254,36 +254,44 @@ void Touch_Multi( gentity_t *self, gentity_t *other, trace_t *trace )
}
}
bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
bool useGestureEnabled = gi.cvar("vr_gesture_triggered_use", "1", CVAR_ARCHIVE)->integer; // defined in VrCvars.h
bool useGestureAllowed = useGestureEnabled && !thirdPersonActive && !vr->remote_droid;
if ( (self->spawnflags & 2) && ( !( self->spawnflags & 4 ) || ( ( self->spawnflags & 4) && !useGestureAllowed ) ) )
{ // FACING and... ...is not USE_BUTTON or... ...is USE_BUTTON but use gestures are not active
// In case of buttons activated by use gesture, we do not need to check if we are facing them as we are touching them by hand.
vec3_t forward;
bool useGestureAllowed = false;
if (vr)
{
bool thirdPersonActive = gi.cvar("cg_thirdPerson", "0", CVAR_TEMP)->integer;
cvar_t *vr_gesture_triggered_use = gi.cvar("vr_gesture_triggered_use", "1", CVAR_ARCHIVE);
bool useGestureEnabled = vr_gesture_triggered_use == nullptr ||
vr_gesture_triggered_use->integer; // defined in VrCvars.h
useGestureAllowed = useGestureEnabled && !thirdPersonActive && !vr->remote_droid;
if ((self->spawnflags & 2) &&
(!(self->spawnflags & 4) || ((self->spawnflags & 4) && !useGestureAllowed)))
{ // FACING and... ...is not USE_BUTTON or... ...is USE_BUTTON but use gestures are not active
// In case of buttons activated by use gesture, we do not need to check if we are facing them as we are touching them by hand.
vec3_t forward;
if ( other->client )
{
if ( (other->client->ps.clientNum == 0) && (self->spawnflags & 4) && !thirdPersonActive && !vr->remote_droid )
if (other->client)
{
// In case of USE_BUTTON, check facing by controller and not by head (if not in 3rd person or controlling droid)
vec3_t origin, angles;
BG_CalculateVRWeaponPosition(origin, angles);
AngleVectors( angles, forward, NULL, NULL );
if ((other->client->ps.clientNum == 0) && (self->spawnflags & 4) &&
!thirdPersonActive && !vr->remote_droid)
{
// In case of USE_BUTTON, check facing by controller and not by head (if not in 3rd person or controlling droid)
vec3_t origin, angles;
BG_CalculateVRWeaponPosition(origin, angles);
AngleVectors(angles, forward, NULL, NULL);
}
else
{
AngleVectors(other->client->ps.viewangles, forward, NULL, NULL);
}
}
else
{
AngleVectors( other->client->ps.viewangles, forward, NULL, NULL );
AngleVectors(other->currentAngles, forward, NULL, NULL);
}
}
else
{
AngleVectors( other->currentAngles, forward, NULL, NULL );
}
if ( DotProduct( self->movedir, forward ) < 0.5 )
{//Not Within 45 degrees
return;
if (DotProduct(self->movedir, forward) < 0.5)
{//Not Within 45 degrees
return;
}
}
}