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Merge remote-tracking branch 'origin/main' into contributions
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commit
48c2486aad
7 changed files with 24 additions and 9 deletions
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@ -297,7 +297,7 @@ void VR_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", "3.5", CVAR_ARCHIVE);
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vr_weapon_velocity_trigger = Cvar_Get( "vr_weapon_velocity_trigger", "2.0", CVAR_ARCHIVE);
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vr_force_velocity_trigger = Cvar_Get( "vr_force_velocity_trigger", "2.0", CVAR_ARCHIVE);
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vr_force_velocity_trigger = Cvar_Get( "vr_force_velocity_trigger", "2.09", CVAR_ARCHIVE);
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vr_force_distance_trigger = Cvar_Get( "vr_force_distance_trigger", "0.15", CVAR_ARCHIVE);
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vr_two_handed_weapons = Cvar_Get ("vr_two_handed_weapons", "1", CVAR_ARCHIVE);
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vr_force_motion_controlled = Cvar_Get ("vr_force_motion_controlled", "1", CVAR_ARCHIVE);
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@ -416,7 +416,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
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{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
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{ &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
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{ &cg_drawCrosshairForce, "cg_drawCrosshairForce", "4", CVAR_ARCHIVE },
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{ &cg_drawCrosshairForce, "cg_drawCrosshairForce", "9", CVAR_ARCHIVE },
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{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
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// NOTE : I also create this in UI_Init()
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{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
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@ -1952,9 +1952,24 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
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ent.radius = w / 640 * xmax * trace.fraction * 2048 / 64.0f;
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ent.customShader = hShader;
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ent.shaderRGBA[0] = (type == 0 && !cg_forceCrosshair) ? 0 : 255;
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ent.shaderRGBA[1] = (type == 0) ? 0 : 255;
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ent.shaderRGBA[2] = 255;
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if(type == 0 && !cg_forceCrosshair) //Not Active Force Crosshair
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{
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ent.shaderRGBA[0] = 255;
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ent.shaderRGBA[1] = 180;
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ent.shaderRGBA[2] = 180;
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}
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else if(type == 0) //Active Force Crosshair
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{
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ent.shaderRGBA[0] = 255;
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ent.shaderRGBA[1] = 90;
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ent.shaderRGBA[2] = 90;
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}
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else //Regular Crosshair
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{
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ent.shaderRGBA[0] = 255;
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ent.shaderRGBA[1] = 255;
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ent.shaderRGBA[2] = 255;
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}
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ent.shaderRGBA[3] = 255;
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cgi_R_AddRefEntityToScene(&ent);
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@ -399,7 +399,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
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{ &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
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{ &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
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{ &cg_drawCrosshairForce, "cg_drawCrosshairForce", "4", CVAR_ARCHIVE },
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{ &cg_drawCrosshairForce, "cg_drawCrosshairForce", "9", CVAR_ARCHIVE },
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{ &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE },
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{ &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE },
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{ &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART },
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@ -4995,7 +4995,7 @@ void G_Damage( gentity_t *targ, gentity_t *inflictor, gentity_t *attacker, vec3_
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knockback = 0;
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}
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// figure momentum add, even if the damage won't be taken
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if ( knockback && (!(dflags&DAMAGE_DEATH_KNOCKBACK) || g_TeamBeefDirectorsCut->integer == 1)) //&& targ->client
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if ( knockback && (!(dflags&DAMAGE_DEATH_KNOCKBACK) || (g_TeamBeefDirectorsCut->integer == 1 && targ->s.number != 0))) //&& targ->client //GB not the player
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{
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G_ApplyKnockback( targ, newDir, knockback );
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G_CheckKnockdown( targ, attacker, newDir, dflags, mod );
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@ -1673,7 +1673,7 @@
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group video2
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type ITEM_TYPE_SLIDER
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text @MENUS0_VIDEO_BRIGHTNESS
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cvarfloat "r_gamma" 0 0.8 1.2
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cvarfloat "r_gamma" 1.15 0.8 1.5
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rect 305 251 300 20
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textalign ITEM_ALIGN_RIGHT
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textalignx 120
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@ -1774,7 +1774,7 @@
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group video2
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type ITEM_TYPE_SLIDER
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text @MENUS0_VIDEO_BRIGHTNESS
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cvarfloat "r_gamma" 0 0.8 1.2
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cvarfloat "r_gamma" 1.15 0.8 1.5
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rect 305 251 300 20
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textalign ITEM_ALIGN_RIGHT
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textalignx 120
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