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Scope Zooming (in and out) (@MuadDib)
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dad5ed29f7
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3 changed files with 12 additions and 3 deletions
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@ -23,6 +23,7 @@ typedef struct {
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int move_speed; // 0 (default) = Comfortable (75%) , 1 = Full (100%), 2 = Walk (50%)
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int move_speed; // 0 (default) = Comfortable (75%) , 1 = Full (100%), 2 = Walk (50%)
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bool crouched;
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bool crouched;
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int cgzoommode;
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int cgzoommode;
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int cgzoomdir;
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int saberBlockDebounce; // Amount of time after player is blocked that the saber position is fixed
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int saberBlockDebounce; // Amount of time after player is blocked that the saber position is fixed
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int forceid;
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int forceid;
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@ -248,7 +248,15 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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if (between(-0.2f, primaryJoystickX, 0.2f)) {
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if (between(-0.2f, primaryJoystickX, 0.2f)) {
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if (cl.frame.ps.weapon == WP_DISRUPTOR)
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if (cl.frame.ps.weapon == WP_DISRUPTOR)
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{
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{
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sendButtonAction("+altattack", pPrimaryJoystick->y > 0.8f);
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if (pPrimaryJoystick->y > 0.8f) {
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vr.cgzoomdir = -1; // zooming in
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sendButtonAction("+altattack", true);
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} else if (pPrimaryJoystick->y < -0.8f) {
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vr.cgzoomdir = 1; // zooming out
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sendButtonAction("+altattack", true);
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} else {
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sendButtonAction("+altattack", false);
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}
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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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@ -1423,8 +1423,8 @@ static qboolean CG_CalcFov( void ) {
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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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// disruptor zooming in faster
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// disruptor zooming in faster (and also either in or out)
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cg_zoomFov -= cg.frametime * 0.075f;
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cg_zoomFov += vr->cgzoomdir * cg.frametime * 0.075f;
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}
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}
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// Clamp zoomFov
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// Clamp zoomFov
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