mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-24 21:11:03 +00:00
A few PCVR specific fixes
- Restored missing item selector beam - Allow much wider angle pitch adjust, hopefully enough for Index users
This commit is contained in:
parent
e0b65748a0
commit
6a09e2d411
9 changed files with 74 additions and 81 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.jkxr"
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android:versionCode="61"
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android:versionName="1.1.12" android:installLocation="auto" >
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android:versionCode="63"
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android:versionName="1.1.14" 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="0x00030002" android:required="true"/>
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@ -19,6 +19,8 @@
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int NUM_MULTI_SAMPLES = 2;
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float SS_MULTIPLIER = 0.0f;
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const float ZOOM_FOV_ADJUST = 1.1f;
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GLboolean stageSupported = GL_FALSE;
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@ -1161,11 +1163,6 @@ void TBXR_finishEyeBuffer(int eye )
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ovrFramebuffer_Resolve(frameBuffer);
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WIN_SwapWindow();
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//Clear the back buffer so we don't randomly have a little screen copy showing up
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glViewport(0, 0, gAppState.Width, gAppState.Height);
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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ovrFramebuffer_Release(frameBuffer);
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@ -1234,10 +1231,10 @@ void TBXR_submitFrame()
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XrFovf fov = gAppState.Views[eye].fov;
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if (vr.cgzoommode)
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{
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fov.angleLeft *= 1.2f;
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fov.angleRight *= 1.2f;
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fov.angleUp *= 1.2f;
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fov.angleDown *= 1.2f;
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fov.angleLeft /= ZOOM_FOV_ADJUST;
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fov.angleRight /= ZOOM_FOV_ADJUST;
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fov.angleUp /= ZOOM_FOV_ADJUST;
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fov.angleDown /= ZOOM_FOV_ADJUST;
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}
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memset(&projection_layer_elements[eye], 0, sizeof(XrCompositionLayerProjectionView));
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@ -3090,53 +3090,51 @@ void CG_DrawItemSelector( void )
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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refEntity_t beam;
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beam.shaderRGBA[3] = 0xff;
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vec3_t sRGB;
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int count;
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switch (cg.itemSelectorType)
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{
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case ST_WEAPON: //weapons
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if (vr->in_vehicle)
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count = vr->vehicle_type == VH_WALKER ? 2 : 1;
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count = 2;
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else
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count = WP_MELEE;
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xae;
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beam.shaderRGBA[2] = 0x40;
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sRGB[0] = 1.0f;
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sRGB[1] = 0.8f;
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sRGB[2] = 0.2f;
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break;
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case ST_GADGET: //gadgets
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count = INV_GOODIE_KEY;
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beam.shaderRGBA[0] = 0x00;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0x00;
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sRGB[0] = 0.0f;
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sRGB[1] = 1.0f;
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sRGB[2] = 0.0f;
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break;
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case ST_FIGHTING_STYLE: //fighting style
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count = 3;
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0xff;
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sRGB[0] = 0.0f;
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sRGB[1] = 1.0f;
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sRGB[2] = 1.0f;
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break;
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case ST_FORCE_POWER: // force powers
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count = MAX_SHOWPOWERS;
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beam.shaderRGBA[0] = 0x00;
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beam.shaderRGBA[1] = 0x00;
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beam.shaderRGBA[2] = 0xff;
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sRGB[0] = 0.0f;
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sRGB[1] = 0.0f;
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sRGB[2] = 1.0f;
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break;
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case ST_QUICK_SAVE:
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count = 2;
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0xff;
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sRGB[0] = 1.0f;
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sRGB[1] = 1.0f;
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sRGB[2] = 1.0f;
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break;
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}
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VectorCopy(beamOrigin, beam.oldorigin);
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VectorCopy(selectorOrigin, beam.origin );
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beam.customShader = cgi_R_RegisterShader( "gfx/misc/whiteline2" );
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beam.reType = RT_LINE;
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beam.radius = 0.3f;
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cgi_R_AddRefEntityToScene( &beam );
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//cgi_R_AddRefEntityToScene( &beam );
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FX_AddLine(beamOrigin, selectorOrigin, 1.0f, 0.1f, 0.0f,
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0.5f, 0.5f,
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sRGB, sRGB,
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10, cgi_R_RegisterShader("gfx/misc/whiteline2"),
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR);
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if (cg.itemSelectorType == ST_WEAPON) // weapons
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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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#include "../win32/AutoVersion.h"
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#define JKXR_VERSION "1.1.13-ea"
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#define JKXR_VERSION "1.1.14-ea"
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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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@ -2908,8 +2908,7 @@ void CG_DrawItemSelector( void )
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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refEntity_t beam;
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beam.shaderRGBA[3] = 0xff;
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vec3_t sRGB;
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int count;
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switch (cg.itemSelectorType)
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{
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@ -2918,43 +2917,42 @@ void CG_DrawItemSelector( void )
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count = 2;
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else
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count = WP_MELEE;
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xae;
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beam.shaderRGBA[2] = 0x40;
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sRGB[0] = 1.0f;
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sRGB[1] = 0.8f;
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sRGB[2] = 0.2f;
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break;
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case ST_GADGET: //gadgets
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count = INV_GOODIE_KEY;
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beam.shaderRGBA[0] = 0x00;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0x00;
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sRGB[0] = 0.0f;
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sRGB[1] = 1.0f;
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sRGB[2] = 0.0f;
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break;
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case ST_FIGHTING_STYLE: //fighting style
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count = 3;
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0xff;
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sRGB[0] = 0.0f;
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sRGB[1] = 1.0f;
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sRGB[2] = 1.0f;
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break;
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case ST_FORCE_POWER: // force powers
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count = MAX_SHOWPOWERS;
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beam.shaderRGBA[0] = 0x00;
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beam.shaderRGBA[1] = 0x00;
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beam.shaderRGBA[2] = 0xff;
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sRGB[0] = 0.0f;
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sRGB[1] = 0.0f;
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sRGB[2] = 1.0f;
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break;
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case ST_QUICK_SAVE:
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count = 2;
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0xff;
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sRGB[0] = 1.0f;
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sRGB[1] = 1.0f;
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sRGB[2] = 1.0f;
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break;
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}
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VectorCopy(beamOrigin, beam.oldorigin);
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VectorCopy(selectorOrigin, beam.origin );
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beam.customShader = cgi_R_RegisterShader( "gfx/misc/whiteline2" );
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beam.reType = RT_LINE;
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beam.radius = 0.3f;
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cgi_R_AddRefEntityToScene( &beam );
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//cgi_R_AddRefEntityToScene( &beam );
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FX_AddLine(beamOrigin, selectorOrigin, 0.1f, 0.1f, 0.0f,
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1.0f, 0.0f, 0.0f,
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sRGB, sRGB, 1.0f,
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10, cgi_R_RegisterShader("gfx/misc/whiteline2"),
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR);
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if (cg.itemSelectorType == ST_WEAPON) // weapons
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@ -1074,7 +1074,7 @@
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group weaponcontrols
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type ITEM_TYPE_SLIDER
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text @MENUS_VR_WEAPON_PITCH_ITEM
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cvarfloat "vr_weapon_pitchadjust" 0 -25 5
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cvarfloat "vr_weapon_pitchadjust" 20 -45 5
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rect 260 220 340 14
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textalign ITEM_ALIGN_RIGHT
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textalignx 174
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@ -1256,7 +1256,7 @@
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group weaponcontrols
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type ITEM_TYPE_SLIDER
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text @MENUS_VR_WEAPON_PITCH_ITEM
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cvarfloat "vr_weapon_pitchadjust" 0 -25 5
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cvarfloat "vr_weapon_pitchadjust" 20 -45 5
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rect 260 220 340 14
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textalign ITEM_ALIGN_RIGHT
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textalignx 174
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@ -1568,7 +1568,7 @@
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group weaponcontrols
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type ITEM_TYPE_SLIDER
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text @MENUS_VR_WEAPON_PITCH_ITEM
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cvarfloat "vr_weapon_pitchadjust" 0 -25 5
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cvarfloat "vr_weapon_pitchadjust" 20 -45 5
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rect 305 211 300 20
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textalign ITEM_ALIGN_RIGHT
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textalignx 151
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@ -1567,7 +1567,7 @@
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group weaponcontrols
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type ITEM_TYPE_SLIDER
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text @MENUS_VR_WEAPON_PITCH_ITEM
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cvarfloat "vr_weapon_pitchadjust" 0 -25 5
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cvarfloat "vr_weapon_pitchadjust" 20 -45 5
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rect 305 211 300 20
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textalign ITEM_ALIGN_RIGHT
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textalignx 151
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