diff --git a/Projects/Android/jni/JKVR/JKVR_SurfaceView.cpp b/Projects/Android/jni/JKVR/JKVR_SurfaceView.cpp index ad6dc38..e203529 100644 --- a/Projects/Android/jni/JKVR/JKVR_SurfaceView.cpp +++ b/Projects/Android/jni/JKVR/JKVR_SurfaceView.cpp @@ -813,6 +813,11 @@ void updateHMDOrientation() if (!vr.third_person){ VectorCopy(vr.hmdorientation, vr.hmdorientation_first); } + + if (!vr.remote_turret) + { + VectorCopy(vr.weaponangles, vr.weaponangles_first); + } } void setHMDPosition( float x, float y, float z ) @@ -858,7 +863,18 @@ void JKVR_Vibrate( int duration, int channel, float intensity ) void JKVR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side, float *up, float *yaw, float *pitch, float *roll) { - if (!vr.third_person) { + if (vr.remote_turret) { + *forward = 0.0f; + *pos_forward = 0.0f; + *up = 0.0f; + *side = 0.0f; + *pos_side = 0.0f; + *yaw = vr.snapTurn + vr.hmdorientation_first[YAW] + + vr.weaponangles[YAW] - vr.weaponangles_first[YAW]; + *pitch = vr.weaponangles[PITCH]; + *roll = 0.0f; + } + else if (!vr.third_person) { *forward = remote_movementForward; *pos_forward = positional_movementForward; *up = remote_movementUp; diff --git a/Projects/Android/jni/JKVR/VrClientInfo.h b/Projects/Android/jni/JKVR/VrClientInfo.h index ff26d4a..21293e6 100644 --- a/Projects/Android/jni/JKVR/VrClientInfo.h +++ b/Projects/Android/jni/JKVR/VrClientInfo.h @@ -6,6 +6,7 @@ typedef struct { bool cin_camera; // cinematic camera taken over bool misc_camera; // looking through a misc camera view entity + bool remote_turret; // controlling a remote turret bool using_screen_layer; bool third_person; float fov; @@ -34,6 +35,7 @@ typedef struct { vec3_t weaponangles; vec3_t weaponangles_last; // Don't use this, it is just for calculating delta! vec3_t weaponangles_delta; + vec3_t weaponangles_first; // only updated when in first person vec3_t clientviewangles; //orientation in the client - we use this in the cgame float snapTurn; // how much turn has been applied to the yaw by joystick diff --git a/Projects/Android/jni/JKVR/VrInputDefault.cpp b/Projects/Android/jni/JKVR/VrInputDefault.cpp index 5354e18..c133f54 100644 --- a/Projects/Android/jni/JKVR/VrInputDefault.cpp +++ b/Projects/Android/jni/JKVR/VrInputDefault.cpp @@ -688,9 +688,8 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG //Use smooth in 3rd person bool usingSnapTurn = vr_turn_mode->integer == 0 || - (vr.third_person && vr_turn_mode->integer == 1); + (!vr.third_person && vr_turn_mode->integer == 1); - //No snap turn when using mounted gun static int increaseSnap = true; if (!vr.item_selector && !vr.scopeengaged) { if (usingSnapTurn) { diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_local.h b/Projects/Android/jni/OpenJK/code/cgame/cg_local.h index bda52c3..00f9a53 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_local.h +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_local.h @@ -651,7 +651,6 @@ extern vmCvar_t fx_debug; extern vmCvar_t cg_missionInfoFlashTime; extern vmCvar_t cg_hudFiles; -extern vmCvar_t cg_showForcePowerDirection; extern vmCvar_t cg_forceSpeedFOVAdjust; extern vmCvar_t cg_turnAnims; diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp index 720a01a..7bce186 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp @@ -1824,7 +1824,8 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons vec3_t endpos; refEntity_t ent; - if ( !cg_drawCrosshair.integer ) { + if (( type == 1 && !cg_drawCrosshair.integer) || + (type == 0 && !cg_drawCrosshairForce.integer)) { return; } @@ -1860,7 +1861,8 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons if (type == 0) { if (showPowers[cg.forcepowerSelect] == FP_HEAL || - showPowers[cg.forcepowerSelect] == FP_SPEED) + showPowers[cg.forcepowerSelect] == FP_SPEED || + vr->weapon_stabilised) { return; } @@ -1877,7 +1879,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons w *= ( 1 + f ); } - ca = cg_drawCrosshair.integer; + ca = (type == 1) ? cg_drawCrosshair.integer : cg_drawCrosshairForce.integer; if (ca < 0) { ca = 0; } @@ -2093,7 +2095,8 @@ static void CG_ScanForCrosshairEntity( qboolean scanAll ) return; } */ - if ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON ) { + if ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON || + (!Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))) { //draw crosshair at endpoint CG_DrawCrosshair(trace.endpos); } @@ -2778,9 +2781,11 @@ void CG_DrawActive( stereoFrame_t stereoView ) { CG_Error( "CG_DrawActive: Undefined stereoView" ); } + vr->remote_turret = (!Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname )); in_misccamera = ( !Q_stricmp( "misc_camera", g_entities[cg.snap->ps.viewEntity].classname )) - || ( !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname )); - bool in_turret = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON ); + || ( !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname ) + || vr->remote_turret); + bool emplaced_gun = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON ); cg.refdef.worldscale = cg_worldScale.value; if (!in_camera && @@ -2804,7 +2809,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) { AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis); } - if ((in_camera && vr->immersive_cinematics) || in_turret || cg.renderingThirdPerson) + if ((in_camera && vr->immersive_cinematics) || emplaced_gun || cg.renderingThirdPerson) { BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg); } @@ -2823,7 +2828,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) { cgi_R_LAGoggles(); } - if (!in_turret && !in_misccamera && !in_camera) { + if (!emplaced_gun && !in_misccamera && !in_camera) { //Vertical Positional Movement cg.refdef.vieworg[2] -= DEFAULT_PLAYER_HEIGHT; cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value; diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h index e319190..1aae0f9 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_local.h @@ -573,6 +573,7 @@ extern vmCvar_t cg_drawFPS; extern vmCvar_t cg_drawSnapshot; extern vmCvar_t cg_drawAmmoWarning; extern vmCvar_t cg_drawCrosshair; +extern vmCvar_t cg_drawCrosshairForce; extern vmCvar_t cg_dynamicCrosshair; extern vmCvar_t cg_crosshairForceHint; extern vmCvar_t cg_crosshairIdentifyTarget; @@ -639,7 +640,6 @@ extern vmCvar_t cg_missionInfoCentered; extern vmCvar_t cg_missionInfoFlashTime; extern vmCvar_t cg_hudFiles; -extern vmCvar_t cg_showForcePowerDirection; extern vmCvar_t cg_forceSpeedFOVAdjust; diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp index 570b74f..f1d5239 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_main.cpp @@ -252,6 +252,7 @@ vmCvar_t cg_drawFPS; vmCvar_t cg_drawSnapshot; vmCvar_t cg_drawAmmoWarning; vmCvar_t cg_drawCrosshair; +vmCvar_t cg_drawCrosshairForce; vmCvar_t cg_crosshairIdentifyTarget; vmCvar_t cg_dynamicCrosshair; vmCvar_t cg_crosshairForceHint; @@ -322,7 +323,6 @@ vmCvar_t cg_missionInfoCentered; vmCvar_t cg_missionInfoFlashTime; vmCvar_t cg_hudFiles; -vmCvar_t cg_showForcePowerDirection; vmCvar_t cg_forceSpeedFOVAdjust; vmCvar_t vr_weapon_adjustment_1; @@ -387,6 +387,7 @@ static cvarTable_t cvarTable[] = { { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE }, { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE }, { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE }, + { &cg_drawCrosshairForce, "cg_drawCrosshairForce", "4", CVAR_ARCHIVE }, { &cg_dynamicCrosshair, "cg_dynamicCrosshair", "1", CVAR_ARCHIVE }, { &cg_crosshairIdentifyTarget, "cg_crosshairIdentifyTarget", "1", CVAR_ARCHIVE }, { &cg_crosshairForceHint, "cg_crosshairForceHint", "1", CVAR_ARCHIVE|CVAR_SAVEGAME|CVAR_NORESTART }, @@ -459,7 +460,6 @@ static cvarTable_t cvarTable[] = { { &cg_missionInfoCentered, "cg_missionInfoCentered", "1", CVAR_ARCHIVE }, { &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 }, { &cg_hudFiles, "cg_hudFiles", "ui/jk2hud.txt", CVAR_ARCHIVE}, - { &cg_showForcePowerDirection, "cg_showForcePowerDirection", "1", CVAR_ARCHIVE}, { &cg_forceSpeedFOVAdjust, "cg_forceSpeedFOVAdjust", "1", CVAR_ARCHIVE}, //Default Weapon adjustments - these WILL be overridden diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_scoreboard.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_scoreboard.cpp index 58952b5..5b26b7c 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_scoreboard.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_scoreboard.cpp @@ -490,7 +490,7 @@ qboolean CG_DrawScoreboard( void ) if (((cg.predicted_player_state.pm_type == PM_DEAD) && (cg.missionStatusDeadTime < level.time)) || (cg.missionStatusShow)) { - //CG_MissionFailed(); + CG_MissionFailed(); return qtrue; } diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/bg_pmove.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/bg_pmove.cpp index 4727bab..9cca5c6 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/bg_pmove.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/bg_pmove.cpp @@ -38,6 +38,7 @@ along with this program; if not, see . #include "../cgame/cg_local.h" // yeah I know this is naughty, but we're shipping soon... #include "wp_saber.h" #include +#include extern qboolean G_DoDismemberment( gentity_t *self, vec3_t point, int mod, int damage, int hitLoc, qboolean force = qfalse ); extern qboolean G_EntIsUnlockedDoor( int entityNum ); @@ -8395,7 +8396,8 @@ extern void ForceHeal( gentity_t *self ); extern void ForceTelepathy( gentity_t *self ); void PM_CheckForceUseButton( gentity_t *ent, usercmd_t *ucmd ) { - if ( !ent ) + if ( !ent || + (vr->weapon_stabilised && showPowers[cg.forcepowerSelect] >= FP_PUSH)) { return; } diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp index 088ee0e..4783acc 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/wp_saber.cpp @@ -5725,20 +5725,6 @@ void ForceThrow( gentity_t *self, qboolean pull ) { BG_CalculateVROffHandPosition(origin, fwdangles); - if (cg_showForcePowerDirection.integer) - { - vec3_t color = { 0, 255, 0 }; - AngleVectors( fwdangles, forward, right, NULL ); - VectorCopy( origin, center ); - - //Quick hint as to where we fired - VectorMA( origin, radius, forward, end ); - FX_AddLine( origin, end, 0.1f, 1.0f, 0.0f, - 1.0f, 0.0f, 0.0f, - color, color, 0.0f, - 500, cgi_R_RegisterShader( "gfx/misc/nav_line" ), - FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); - } } else { @@ -6764,19 +6750,6 @@ void ForceTelepathy( gentity_t *self ) { BG_CalculateVROffHandPosition(origin, angles); AngleVectors(angles, forward, NULL, NULL); - - if (cg_showForcePowerDirection.integer) - { - vec3_t color = { 0, 255, 0 }; - AngleVectors( angles, forward, NULL, NULL ); - VectorMA( origin, 512, forward, end ); - FX_AddLine( origin, end, 0.1f, 1.0f, 0.0f, - 1.0f, 0.0f, 0.0f, - color, color, 0.0f, - 500, cgi_R_RegisterShader( "gfx/misc/nav_line" ), - FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); - - } } else { @@ -7001,19 +6974,6 @@ void ForceGrip( gentity_t *self ) { BG_CalculateVROffHandPosition(origin, angles); AngleVectors(angles, forward, NULL, NULL); - - if (cg_showForcePowerDirection.integer) - { - vec3_t color = { 0, 255, 0 }; - AngleVectors( angles, forward, NULL, NULL ); - VectorMA( origin, FORCE_GRIP_DIST, forward, end ); - FX_AddLine( origin, end, 0.1f, 1.0f, 0.0f, - 1.0f, 0.0f, 0.0f, - color, color, 0.0f, - 500, cgi_R_RegisterShader( "gfx/misc/nav_line" ), - FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); - - } } else { diff --git a/assets/openjo_sp.cfg b/assets/openjo_sp.cfg index 3d2cd75..43ec760 100644 --- a/assets/openjo_sp.cfg +++ b/assets/openjo_sp.cfg @@ -80,6 +80,7 @@ seta cg_crosshairY "0" seta cg_draw2D "1" seta cg_drawAmmoWarning "1" seta cg_drawCrosshair "4" +seta cg_drawCrosshairForce "4" seta cg_drawFPS "0" seta cg_drawGun "1" seta cg_drawSnapshot "0" @@ -101,7 +102,6 @@ seta cg_runpitch "0.002" seta cg_runroll "0.005" seta cg_saberAutoThird "0" seta cg_shadows "1" -seta cg_showForcePowerDirection "1" seta cg_simpleItems "0" seta cg_stereoSeparation "0.065" seta cg_thirdPersonRange "80" diff --git a/z_vr_assets/strip/menus_vr.sp b/z_vr_assets/strip/menus_vr.sp index 79dddff..ff0f64e 100644 --- a/z_vr_assets/strip/menus_vr.sp +++ b/z_vr_assets/strip/menus_vr.sp @@ -3,7 +3,7 @@ CONFIG W:\bin\striped.cfg ID 100 REFERENCE MENUS_VR DESCRIPTION "VR Menu Localizations" -COUNT 98 +COUNT 102 INDEX 0 { REFERENCE COMMON_CONTROLS_ITEM @@ -162,12 +162,12 @@ INDEX 30 INDEX 31 { REFERENCE FORCE_POWER_DIRECTION_ITEM - TEXT_LANGUAGE1 "Force Power Direction Hint:" + TEXT_LANGUAGE1 "OBSOLETE Force Power Direction Hint:" } INDEX 32 { REFERENCE FORCE_POWER_DIRECTION_DESC - TEXT_LANGUAGE1 "Hint as to which direction a force power was fired." + TEXT_LANGUAGE1 "OBSOLETE Hint as to which direction a force power was fired." } INDEX 33 { @@ -402,7 +402,7 @@ INDEX 78 INDEX 79 { REFERENCE CHEATS_GIVE_SABER_DESC - TEXT_LANGUAGE1 "Gives only lighsaber." + TEXT_LANGUAGE1 "Gives only lighsaber (with powers to use it)." } INDEX 80 { @@ -412,7 +412,7 @@ INDEX 80 INDEX 81 { REFERENCE CHEATS_GIVE_WEAPONS_DESC - TEXT_LANGUAGE1 "Gives all weapons." + TEXT_LANGUAGE1 "Gives all weapons (including powers to use lightsaber)." } INDEX 82 { @@ -493,4 +493,24 @@ INDEX 97 { REFERENCE CHEATS_ITEM TEXT_LANGUAGE1 "CHEATS" -} \ No newline at end of file +} +INDEX 98 +{ + REFERENCE WEAPON_CROSSHAIR_ITEM + TEXT_LANGUAGE1 "Weapon Crosshair:" +} +INDEX 99 +{ + REFERENCE WEAPON_CROSSHAIR_DESC + TEXT_LANGUAGE1 "Select style of weapon crosshair or disable it." +} +INDEX 100 +{ + REFERENCE FORCE_CROSSHAIR_ITEM + TEXT_LANGUAGE1 "Force Power Crosshair:" +} +INDEX 101 +{ + REFERENCE FORCE_CROSSHAIR_DESC + TEXT_LANGUAGE1 "Select style of force power crosshair or disable it." +} diff --git a/z_vr_assets/ui/controls.menu b/z_vr_assets/ui/controls.menu index 8d16977..6f30e40 100644 --- a/z_vr_assets/ui/controls.menu +++ b/z_vr_assets/ui/controls.menu @@ -1479,40 +1479,6 @@ // FORCE MENU // //---------------------------------------------------------------------------------------------- - itemDef - { - name none - group forcecontrols - type ITEM_TYPE_YESNO - text @MENUS_VR_FORCE_POWER_DIRECTION_ITEM - cvar "cg_showForcePowerDirection" - rect 340 191 300 20 - textalign ITEM_ALIGN_RIGHT - textalignx 151 - textaligny -2 - font 2 - textscale 0.8 - forecolor 1 1 1 1 - visible 0 - // appearance_slot 2 - descText @MENUS_VR_FORCE_POWER_DIRECTION_DESC - action - { - play sound/interface/button1 - } - - mouseenter - { - show highlight2 - } - - mouseexit - { - hide highlight2 - } - - } - itemDef { name none @@ -1520,7 +1486,7 @@ type ITEM_TYPE_YESNO text @MENUS_VR_FORCE_SPEED_FOV_ITEM cvar "cg_forceSpeedFOVAdjust" - rect 340 211 300 20 + rect 340 191 300 20 textalign ITEM_ALIGN_RIGHT textalignx 151 textaligny -2 @@ -1537,12 +1503,12 @@ mouseenter { - show highlight3 + show highlight2 } mouseexit { - hide highlight3 + hide highlight2 } } diff --git a/z_vr_assets/ui/datapadcheats.menu b/z_vr_assets/ui/datapadcheats.menu index a0f5a92..cda1dc0 100644 --- a/z_vr_assets/ui/datapadcheats.menu +++ b/z_vr_assets/ui/datapadcheats.menu @@ -217,7 +217,7 @@ action { play "sound/interface/button1.wav" ; - exec "give weapon_saber;" + exec "give weapon_saber; setSaberThrow 2; setSaberDefense 3; setSaberOffense 3;" } } @@ -241,7 +241,7 @@ action { play "sound/interface/button1.wav" ; - exec "give weapons;" + exec "give weapons; setSaberThrow 2; setSaberDefense 3; setSaberOffense 3;" } } @@ -289,7 +289,7 @@ action { play "sound/interface/button1.wav" ; - exec "setforceall 2" + exec "setforceall 3" } } diff --git a/z_vr_assets/ui/ingamecontrols.menu b/z_vr_assets/ui/ingamecontrols.menu index d1a29b4..01ec4da 100644 --- a/z_vr_assets/ui/ingamecontrols.menu +++ b/z_vr_assets/ui/ingamecontrols.menu @@ -1478,40 +1478,6 @@ // FORCE MENU // //---------------------------------------------------------------------------------------------- - itemDef - { - name none - group forcecontrols - type ITEM_TYPE_YESNO - text @MENUS_VR_FORCE_POWER_DIRECTION_ITEM - cvar "cg_showForcePowerDirection" - rect 340 191 300 20 - textalign ITEM_ALIGN_RIGHT - textalignx 151 - textaligny -2 - font 2 - textscale 0.8 - forecolor 1 1 1 1 - visible 0 - // appearance_slot 2 - descText @MENUS_VR_FORCE_POWER_DIRECTION_DESC - action - { - play sound/interface/button1 - } - - mouseenter - { - show highlight2 - } - - mouseexit - { - hide highlight2 - } - - } - itemDef { name none @@ -1519,7 +1485,7 @@ type ITEM_TYPE_YESNO text @MENUS_VR_FORCE_SPEED_FOV_ITEM cvar "cg_forceSpeedFOVAdjust" - rect 340 211 300 20 + rect 340 191 300 20 textalign ITEM_ALIGN_RIGHT textalignx 151 textaligny -2 @@ -1536,12 +1502,12 @@ mouseenter { - show highlight3 + show highlight2 } mouseexit { - hide highlight3 + hide highlight2 } } diff --git a/z_vr_assets/ui/ingamesetup.menu b/z_vr_assets/ui/ingamesetup.menu index 02d457b..2d2bb8c 100644 --- a/z_vr_assets/ui/ingamesetup.menu +++ b/z_vr_assets/ui/ingamesetup.menu @@ -1652,7 +1652,7 @@ group video2 type ITEM_TYPE_SLIDER text @MENUS0_VIDEO_BRIGHTNESS - cvarfloat "r_gamma" 1 .5 3 + cvarfloat "r_gamma" 0.05 0.8 1.2 rect 305 251 300 20 textalign ITEM_ALIGN_RIGHT textalignx 120 @@ -1666,6 +1666,9 @@ action { play "sound/interface/button1.wav" ; + uiScript update "r_gamma" ; + setcvar ui_r_modified 1 + show applyChanges } mouseenter @@ -1694,7 +1697,7 @@ } rect 305 271 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1726,7 +1729,7 @@ cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } rect 305 291 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1745,8 +1748,7 @@ } action { - play "sound/interface/button1.wav" ; - + play "sound/interface/button1.wav" ; } } @@ -1760,7 +1762,7 @@ cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } rect 305 311 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1795,7 +1797,7 @@ cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } rect 305 331 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1829,7 +1831,7 @@ cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } rect 305 351 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1994,33 +1996,51 @@ // OPTION FIELDS // //---------------------------------------------------------------------------------------------- + itemDef + { + name crosshair_back + group options + style WINDOW_STYLE_SHADER + rect 472 189 32 24 + background "gfx/2d/iris_mono" + forecolor 1 1 1 0.8 + visible 1 + decoration + cvarTest cg_drawcrosshair + hideCvar { 0 } + } itemDef { name draw_crosshair group options - type ITEM_TYPE_MULTI - text @MENUS2_DRAW_CROSSHAIR + type ITEM_TYPE_MULTI + text @MENUS_VR_WEAPON_CROSSHAIR_ITEM cvar "cg_drawcrosshair" - cvarFloatList - { - @MENUS0_OFF 0 - @MENUS0_ON 1 + cvarFloatList { + @MENUS0_OFF 0 + " " 1 + " " 2 + " " 3 + " " 4 + " " 5 + " " 6 + " " 7 + " " 8 + " " 9 } rect 305 191 300 20 - textalign ITEM_ALIGN_RIGHT + textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 font 2 textscale 0.8 forecolor 1 1 1 1 visible 0 - // appearance_slot 1 - descText @MENUS2_TOGGLE_TO_SHOW_OR_HIDE + descText @MENUS_VR_WEAPON_CROSSHAIR_DESC action { - play "sound/interface/button1.wav" ; + play "sound/interface/button1.wav" } - mouseenter { show highlight2 @@ -2030,6 +2050,296 @@ hide highlight2 } } + itemDef + { + name crosshair1 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairb" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 1 } + } + itemDef + { + name crosshair2 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairc" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 2 } + } + itemDef + { + name crosshair3 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshaird" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 3 } + } + itemDef + { + name crosshair4 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshaire" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 4 } + } + itemDef + { + name crosshair5 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairf" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 5 } + } + itemDef + { + name crosshair6 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairg" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 6 } + } + itemDef + { + name crosshair7 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairh" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 7 } + } + itemDef + { + name crosshair8 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairi" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 8 } + } + itemDef + { + name crosshair9 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshaira" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 9 } + } + + + itemDef + { + name force_crosshair_back + group options + style WINDOW_STYLE_SHADER + rect 472 209 32 24 + background "gfx/2d/iris_mono" + forecolor 1 1 1 0.8 + visible 1 + decoration + cvarTest cg_drawCrosshairForce + hideCvar { 0 } + } + itemDef + { + name draw_force_crosshair + group options + type ITEM_TYPE_MULTI + text @MENUS_VR_FORCE_CROSSHAIR_ITEM + cvar "cg_drawCrosshairForce" + cvarFloatList { + @MENUS0_OFF 0 + " " 1 + " " 2 + " " 3 + " " 4 + " " 5 + " " 6 + " " 7 + " " 8 + " " 9 + } + rect 305 211 300 20 + textalign ITEM_ALIGN_RIGHT + textalignx 165 + textaligny -2 + font 2 + textscale 0.8 + forecolor 1 1 1 1 + visible 0 + descText @MENUS_VR_FORCE_CROSSHAIR_DESC + action + { + play "sound/interface/button1.wav" + } + mouseenter + { + show highlight3 + } + mouseexit + { + hide highlight3 + } + } + itemDef + { + name force_crosshair1 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairb" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 1 } + } + itemDef + { + name force_crosshair2 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairc" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 2 } + } + itemDef + { + name force_crosshair3 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshaird" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 3 } + } + itemDef + { + name force_crosshair4 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshaire" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 4 } + } + itemDef + { + name force_crosshair5 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairf" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 5 } + } + itemDef + { + name force_crosshair6 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairg" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 6 } + } + itemDef + { + name force_crosshair7 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairh" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 7 } + } + itemDef + { + name force_crosshair8 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairi" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 8 } + } + itemDef + { + name force_crosshair9 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshaira" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 9 } + } itemDef @@ -2041,10 +2351,10 @@ cvar "cg_crosshairIdentifyTarget" cvarFloatList { - @MENUS0_OFF 0 + @MENUS0_OFF 0 @MENUS0_ON 1 } - rect 305 211 300 20 + rect 305 231 300 20 textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 @@ -2061,11 +2371,11 @@ mouseenter { - show highlight3 + show highlight4 } mouseexit { - hide highlight3 + hide highlight4 } } @@ -2087,7 +2397,7 @@ @MENUS2_FREQUENTLY 5 @MENUS2_EXCESSIVELY 6 } - rect 305 231 300 20 + rect 305 251 300 20 textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 @@ -2104,11 +2414,11 @@ mouseenter { - show highlight4 + show highlight5 } mouseexit { - hide highlight4 + hide highlight5 } } @@ -2129,7 +2439,7 @@ } cvarTest ui_iscensored hideCvar { 1 } - rect 325 271 300 20 + rect 325 291 300 20 textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 @@ -2145,11 +2455,11 @@ } mouseenter { - show highlight6 + show highlight7 } mouseexit { - hide highlight6 + hide highlight7 } } @@ -2169,7 +2479,7 @@ } cvarTest ui_iscensored hideCvar { 1 } - rect 325 291 300 20 + rect 325 311 300 20 textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 @@ -2185,11 +2495,11 @@ } mouseenter { - show highlight7 + show highlight8 } mouseexit { - hide highlight7 + hide highlight8 } } diff --git a/z_vr_assets/ui/setup.menu b/z_vr_assets/ui/setup.menu index d5d80a4..253b8fc 100644 --- a/z_vr_assets/ui/setup.menu +++ b/z_vr_assets/ui/setup.menu @@ -1745,7 +1745,7 @@ group video2 type ITEM_TYPE_SLIDER text @MENUS0_VIDEO_BRIGHTNESS - cvarfloat "r_gamma" 1 .5 3 + cvarfloat "r_gamma" 0.05 0.8 1.2 rect 305 251 300 20 textalign ITEM_ALIGN_RIGHT textalignx 120 @@ -1759,6 +1759,9 @@ action { play "sound/interface/button1.wav" ; + uiScript update "r_gamma" ; + setcvar ui_r_modified 1 + show applyChanges } mouseenter @@ -1787,7 +1790,7 @@ } rect 305 271 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1819,7 +1822,7 @@ cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } rect 305 291 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1838,8 +1841,7 @@ } action { - play "sound/interface/button1.wav" ; - + play "sound/interface/button1.wav" ; } } @@ -1853,7 +1855,7 @@ cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } rect 305 311 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1888,7 +1890,7 @@ cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } rect 305 331 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -1922,7 +1924,7 @@ cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } rect 305 351 300 20 textalign ITEM_ALIGN_RIGHT - textalignx 165 + textalignx 120 textaligny -2 font 2 textscale 0.8 @@ -2087,23 +2089,47 @@ // OPTION FIELDS // //---------------------------------------------------------------------------------------------- + itemDef + { + name crosshair_back + group options + style WINDOW_STYLE_SHADER + rect 472 189 32 24 + background "gfx/2d/iris_mono" + forecolor 1 1 1 0.8 + visible 1 + decoration + cvarTest cg_drawcrosshair + hideCvar { 0 } + } itemDef { name draw_crosshair group options - type ITEM_TYPE_MULTI - text @MENUS2_DRAW_CROSSHAIR + type ITEM_TYPE_MULTI + text @MENUS_VR_WEAPON_CROSSHAIR_ITEM cvar "cg_drawcrosshair" - cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } + cvarFloatList { + @MENUS0_OFF 0 + " " 1 + " " 2 + " " 3 + " " 4 + " " 5 + " " 6 + " " 7 + " " 8 + " " 9 + } rect 305 191 300 20 - textalign ITEM_ALIGN_RIGHT + textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 font 2 textscale 0.8 forecolor 1 1 1 1 visible 0 - descText @MENUS2_TOGGLE_TO_SHOW_OR_HIDE + descText @MENUS_VR_WEAPON_CROSSHAIR_DESC action { play "sound/interface/button1.wav" @@ -2117,6 +2143,296 @@ hide highlight2 } } + itemDef + { + name crosshair1 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairb" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 1 } + } + itemDef + { + name crosshair2 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairc" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 2 } + } + itemDef + { + name crosshair3 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshaird" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 3 } + } + itemDef + { + name crosshair4 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshaire" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 4 } + } + itemDef + { + name crosshair5 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairf" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 5 } + } + itemDef + { + name crosshair6 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairg" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 6 } + } + itemDef + { + name crosshair7 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairh" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 7 } + } + itemDef + { + name crosshair8 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshairi" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 8 } + } + itemDef + { + name crosshair9 + group options + style WINDOW_STYLE_SHADER + rect 476 192 24 18 + background "gfx/2d/crosshaira" + forecolor 1 1 1 1 + visible 0 + decoration + cvarTest cg_drawcrosshair + showCvar { 9 } + } + + + itemDef + { + name force_crosshair_back + group options + style WINDOW_STYLE_SHADER + rect 472 209 32 24 + background "gfx/2d/iris_mono" + forecolor 1 1 1 0.8 + visible 1 + decoration + cvarTest cg_drawCrosshairForce + hideCvar { 0 } + } + itemDef + { + name draw_force_crosshair + group options + type ITEM_TYPE_MULTI + text @MENUS_VR_FORCE_CROSSHAIR_ITEM + cvar "cg_drawCrosshairForce" + cvarFloatList { + @MENUS0_OFF 0 + " " 1 + " " 2 + " " 3 + " " 4 + " " 5 + " " 6 + " " 7 + " " 8 + " " 9 + } + rect 305 211 300 20 + textalign ITEM_ALIGN_RIGHT + textalignx 165 + textaligny -2 + font 2 + textscale 0.8 + forecolor 1 1 1 1 + visible 0 + descText @MENUS_VR_FORCE_CROSSHAIR_DESC + action + { + play "sound/interface/button1.wav" + } + mouseenter + { + show highlight3 + } + mouseexit + { + hide highlight3 + } + } + itemDef + { + name force_crosshair1 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairb" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 1 } + } + itemDef + { + name force_crosshair2 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairc" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 2 } + } + itemDef + { + name force_crosshair3 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshaird" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 3 } + } + itemDef + { + name force_crosshair4 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshaire" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 4 } + } + itemDef + { + name force_crosshair5 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairf" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 5 } + } + itemDef + { + name force_crosshair6 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairg" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 6 } + } + itemDef + { + name force_crosshair7 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairh" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 7 } + } + itemDef + { + name force_crosshair8 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshairi" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 8 } + } + itemDef + { + name force_crosshair9 + group options + style WINDOW_STYLE_SHADER + rect 476 212 24 18 + background "gfx/2d/crosshaira" + forecolor 0.6 0.6 1 1 + visible 0 + decoration + cvarTest cg_drawCrosshairForce + showCvar { 9 } + } itemDef @@ -2127,7 +2443,7 @@ text @MENUS0_IDENTIFY_TARGET cvar "cg_crosshairIdentifyTarget" cvarFloatList { @MENUS0_OFF 0 @MENUS0_ON 1 } - rect 305 211 300 20 + rect 305 231 300 20 textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 @@ -2143,11 +2459,11 @@ } mouseenter { - show highlight3 + show highlight4 } mouseexit { - hide highlight3 + hide highlight4 } } @@ -2169,7 +2485,7 @@ @MENUS2_FREQUENTLY 5 @MENUS2_EXCESSIVELY 6 } - rect 305 231 300 20 + rect 305 251 300 20 textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 @@ -2186,11 +2502,11 @@ } mouseenter { - show highlight4 + show highlight5 } mouseexit { - hide highlight4 + hide highlight5 } } @@ -2211,7 +2527,7 @@ } cvarTest ui_iscensored hideCvar { 1 } - rect 325 271 300 20 + rect 325 291 300 20 textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 @@ -2228,11 +2544,11 @@ } mouseenter { - show highlight6 + show highlight7 } mouseexit { - hide highlight6 + hide highlight7 } } @@ -2251,7 +2567,7 @@ } cvarTest ui_iscensored hideCvar { 1 } - rect 325 291 300 20 + rect 325 311 300 20 textalign ITEM_ALIGN_RIGHT textalignx 165 textaligny -2 @@ -2268,11 +2584,11 @@ } mouseenter { - show highlight7 + show highlight8 } mouseexit { - hide highlight7 + hide highlight8 } }