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Make gaze based force push.pull more forgiving to the player's aim
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parent
1141b17bf1
commit
48e9037aaf
4 changed files with 10 additions and 6 deletions
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@ -2,7 +2,7 @@
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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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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package="com.drbeef.jkxr"
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android:versionCode="66"
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android:versionCode="66"
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android:versionName="1.1.22" android:installLocation="auto" >
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android:versionName="1.1.23" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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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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<uses-feature android:glEsVersion="0x00030002" android:required="true"/>
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@ -9262,11 +9262,13 @@ void ForceThrowEx( gentity_t *self, qboolean pull, qboolean fake, qboolean aimBy
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if ( pull )
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if ( pull )
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{
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{
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cone = forcePullCone[self->client->ps.forcePowerLevel[FP_PULL]];
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cone = forcePullCone[self->client->ps.forcePowerLevel[FP_PULL]] -
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((aimByViewAngles != 0) ? 0.05f : 0.0f);
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}
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}
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else
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else
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{
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{
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cone = forcePushCone[self->client->ps.forcePowerLevel[FP_PUSH]];
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cone = forcePushCone[self->client->ps.forcePowerLevel[FP_PUSH]] -
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((aimByViewAngles != 0) ? 0.05f : 0.0f);
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}
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}
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// if ( cone >= 1.0f )
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// if ( cone >= 1.0f )
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@ -23,7 +23,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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// Current version of the single player game
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// Current version of the single player game
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#include "../win32/AutoVersion.h"
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#include "../win32/AutoVersion.h"
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#define JKXR_VERSION "1.1.22-ea"
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#define JKXR_VERSION "1.1.23"
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#ifdef _DEBUG
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#ifdef _DEBUG
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#define Q3_VERSION "(debug)OpenJK: v" VERSION_STRING_DOTTED " JKXR: " JKXR_VERSION
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#define Q3_VERSION "(debug)OpenJK: v" VERSION_STRING_DOTTED " JKXR: " JKXR_VERSION
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@ -5765,11 +5765,13 @@ void ForceThrowEx( gentity_t *self, qboolean pull, qboolean aimByViewAngles )
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if ( pull )
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if ( pull )
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{
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{
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cone = forcePullCone[self->client->ps.forcePowerLevel[FP_PULL]];
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cone = forcePullCone[self->client->ps.forcePowerLevel[FP_PULL]] -
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((aimByViewAngles != 0) ? 0.05f : 0.0f);
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}
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}
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else
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else
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{
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{
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cone = forcePushCone[self->client->ps.forcePowerLevel[FP_PUSH]];
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cone = forcePushCone[self->client->ps.forcePowerLevel[FP_PUSH]] -
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((aimByViewAngles != 0) ? 0.05f : 0.0f);
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}
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}
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if ( cone >= 1.0f )
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if ( cone >= 1.0f )
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