mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-21 19:51:33 +00:00
Merge branch 'main' into contributions
This commit is contained in:
commit
822d1ddbba
19 changed files with 115 additions and 75 deletions
|
@ -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="46"
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||||
android:versionName="0.7.6" android:installLocation="auto" >
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||||
android:versionCode="47"
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||||
android:versionName="0.7.7" android:installLocation="auto" >
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||||
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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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||||
|
|
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@ -8587,11 +8587,6 @@ Ghoul2 Insert End
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|||
else if ( val > 1.0f )
|
||||
{
|
||||
val = 1.0f;
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||||
CGCam_Shake( 0.1f, 100 );
|
||||
}
|
||||
else
|
||||
{
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||||
CGCam_Shake( val * val * 0.3f, 100 );
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||||
}
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||||
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||||
val += Q_flrand(0.0f, 1.0f) * 0.5f;
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||||
|
|
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@ -2364,7 +2364,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
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||||
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||||
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||||
handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL;
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handEnt.renderfx = RF_DEPTHHACK | RF_VRNOCULLFACE;
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||||
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if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
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(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
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||||
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@ -1323,7 +1323,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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AnglesToAxis( angles, gun.axis );
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CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
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gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL;
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gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;
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||||
//---------
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||||
// OK, we are making an assumption here that if we have the phaser that it is always on....
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||||
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@ -1454,6 +1454,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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|||
scale = 1.75f;
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||||
}
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||||
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||||
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||||
if ( val < 0.0f )
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||||
{
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||||
val = 0.0f;
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||||
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@ -1461,11 +1462,6 @@ void CG_AddViewWeapon( playerState_t *ps )
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else if ( val > 1.0f )
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||||
{
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||||
val = 1.0f;
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||||
CGCam_Shake( 0.1f, 100 );
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||||
}
|
||||
else
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||||
{
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||||
CGCam_Shake( val * val * 0.3f, 100 );
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||||
}
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||||
|
||||
val += Q_flrand(0.0f, 1.0f) * 0.5f;
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||||
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|
|
@ -5536,6 +5536,13 @@ extern cvar_t *g_skippingcin;
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// execute client events
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ClientEvents( ent, oldEventSequence );
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//Stun Baton is _always_ firing
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if (ent->s.weapon == WP_STUN_BATON)
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{
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//Use alt-fire to indicate not to make a noise, but do inflict damage
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FireWeapon(ent, qtrue);
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}
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if ( pm.useEvent )
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{
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//TODO: Use
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|
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@ -27,6 +27,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#include "w_local.h"
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#include "bg_local.h"
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std::map<int, int> damagedEntities;
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extern weaponData_t weaponData[WP_NUM_WEAPONS];
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//---------------------------------------------------------
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void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
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{
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@ -34,7 +37,14 @@ void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
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trace_t tr;
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vec3_t mins, maxs, end, start;
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G_Sound( ent, G_SoundIndex( "sound/weapons/baton/fire" ));
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// If alt_fire is false, then this was triggered by the EV_FIRE_WEAPON event, and we should only make the sound
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// and return, if alt_fire is true, then the stun baton is checked every frame in ClientThink_real and shouldn't play
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// a sound and should inflict damage
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if (!alt_fire)
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{
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G_Sound(ent, G_SoundIndex("sound/weapons/baton/fire"));
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return;
|
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}
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||||
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vec3_t angs, forward;
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||||
if ( BG_UseVRPosition(ent))
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||||
|
@ -61,8 +71,27 @@ void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
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return;
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||||
}
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||||
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||||
//First clear out any entities that can be damaged again
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std::map<int, int> copyDamagedEntities = damagedEntities;
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for (auto &damagedEntity : copyDamagedEntities)
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||||
{
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||||
if (damagedEntity.second <= level.time)
|
||||
{
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damagedEntities.erase(damagedEntity.first);
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||||
}
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}
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||||
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||||
tr_ent = &g_entities[tr.entityNum];
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||||
//Is it too soon to hurt this entity again?
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if (damagedEntities.find(tr.entityNum) != damagedEntities.end())
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||||
{
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||||
return;
|
||||
}
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//We are good to inflict damage, store this entity and the next time we can hurt them
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damagedEntities[tr.entityNum] = level.time + weaponData[WP_STUN_BATON].fireTime;
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if ( tr_ent && tr_ent->takedamage && tr_ent->client )
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{
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G_PlayEffect( "stunBaton/flesh_impact", tr.endpos, tr.plane.normal );
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@ -76,7 +76,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#define RF_FORCE_ENT_ALPHA 0x800000 // override shader alpha settings
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#define RF_VRVIEWMODEL 0x1000000 // specifically drawing a VR hand/weapon model
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#define RF_VRNOCULLFACE 0x1000000 // specifically drawing a VR hand so back face culling is disabled
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// refdef flags
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#define RDF_NOWORLDMODEL 1 // used for player configuration screen
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@ -810,7 +810,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
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depthRange = qtrue;
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||||
}
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||||
|
||||
if (backEnd.currentEntity->e.renderfx & RF_VRVIEWMODEL) {
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if (backEnd.currentEntity->e.renderfx & RF_VRNOCULLFACE) {
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isVRViewModel = qtrue;
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}
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} else {
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@ -4808,8 +4808,11 @@ Ghoul2 Insert End
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VectorSubtract(vec3_origin, axis[2], hiltEnt.axis[0]);
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VectorCopy(axis[1], hiltEnt.axis[1]);
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||||
VectorCopy(axis[0], hiltEnt.axis[2]);
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VectorMA(hiltEnt.origin, 1.0f, hiltEnt.axis[2], hiltEnt.origin);
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VectorMA(hiltEnt.origin, 1.2f, hiltEnt.axis[2], hiltEnt.origin);
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VectorCopy(hiltEnt.origin, hiltEnt.oldorigin);
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for (auto & axi : hiltEnt.axis)
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VectorScale(axi, 0.7f, axi);
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|
||||
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cgi_R_AddRefEntityToScene(&hiltEnt);
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}
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|
@ -6102,11 +6105,11 @@ Ghoul2 Insert End
|
|||
VectorSubtract(vec3_origin, axis[2], hiltEnt.axis[0]);
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VectorCopy(axis[1], hiltEnt.axis[1]);
|
||||
VectorCopy(axis[0], hiltEnt.axis[2]);
|
||||
VectorMA(hiltEnt.origin, 1.0f, hiltEnt.axis[2], hiltEnt.origin);
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||||
VectorMA(hiltEnt.origin, 1.2f, hiltEnt.axis[2], hiltEnt.origin);
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||||
VectorCopy(hiltEnt.origin, hiltEnt.oldorigin);
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||||
|
||||
for (auto & axi : hiltEnt.axis)
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VectorScale(axi, 0.85f, axi);
|
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VectorScale(axi, 0.7f, axi);
|
||||
|
||||
cgi_R_AddRefEntityToScene(&hiltEnt);
|
||||
|
||||
|
@ -6153,6 +6156,7 @@ Ghoul2 Insert End
|
|||
scale = 1.75f;
|
||||
}
|
||||
|
||||
|
||||
if ( val < 0.0f )
|
||||
{
|
||||
val = 0.0f;
|
||||
|
@ -6160,11 +6164,6 @@ Ghoul2 Insert End
|
|||
else if ( val > 1.0f )
|
||||
{
|
||||
val = 1.0f;
|
||||
CGCam_Shake( 0.1f, 100 );
|
||||
}
|
||||
else
|
||||
{
|
||||
CGCam_Shake( val * val * 0.3f, 100 );
|
||||
}
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||||
|
||||
val += Q_flrand(0.0f, 1.0f) * 0.5f;
|
||||
|
|
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@ -2052,7 +2052,7 @@ wasForceSpeed=isForceSpeed;
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|||
VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
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||||
|
||||
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||||
handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL;
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||||
handEnt.renderfx = RF_DEPTHHACK | RF_VRNOCULLFACE;
|
||||
|
||||
if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
|
||||
(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
|
||||
|
|
|
@ -1230,7 +1230,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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|||
AnglesToAxis( angles, gun.axis );
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CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
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gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL;
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gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON ;
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||||
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||||
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||||
//---------
|
||||
|
@ -1343,6 +1343,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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|||
scale = 1.75f;
|
||||
}
|
||||
|
||||
|
||||
if ( val < 0.0f )
|
||||
{
|
||||
val = 0.0f;
|
||||
|
@ -1350,11 +1351,6 @@ void CG_AddViewWeapon( playerState_t *ps )
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|||
else if ( val > 1.0f )
|
||||
{
|
||||
val = 1.0f;
|
||||
CGCam_Shake( 0.1f, 100 );
|
||||
}
|
||||
else
|
||||
{
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||||
CGCam_Shake( val * val * 0.3f, 100 );
|
||||
}
|
||||
|
||||
val += Q_flrand(0.0f, 1.0f) * 0.5f;
|
||||
|
|
|
@ -2931,6 +2931,13 @@ extern cvar_t *g_skippingcin;
|
|||
// execute client events
|
||||
ClientEvents( ent, oldEventSequence );
|
||||
|
||||
//Stun Baton is _always_ firing
|
||||
if (ent->s.weapon == WP_STUN_BATON)
|
||||
{
|
||||
//Use alt-fire to indicate not to make a noise, but do inflict damage
|
||||
FireWeapon(ent, qtrue);
|
||||
}
|
||||
|
||||
if ( pm.useEvent )
|
||||
{
|
||||
//TODO: Use
|
||||
|
|
|
@ -29,6 +29,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
|
|||
#include "g_functions.h"
|
||||
#include "bg_local.h"
|
||||
|
||||
std::map<int, int> damagedEntities;
|
||||
extern weaponData_t weaponData[WP_NUM_WEAPONS];
|
||||
|
||||
//---------------------------------------------------------
|
||||
void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
|
||||
{
|
||||
|
@ -36,7 +39,14 @@ void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
|
|||
trace_t tr;
|
||||
vec3_t mins, maxs, end, start;
|
||||
|
||||
G_Sound( ent, G_SoundIndex( "sound/weapons/baton/fire" ));
|
||||
// If alt_fire is false, then this was triggered by the EV_FIRE_WEAPON event, and we should only make the sound
|
||||
// and return, if alt_fire is true, then the stun baton is checked every frame in ClientThink_real and shouldn't play
|
||||
// a sound and should inflict damage
|
||||
if (!alt_fire)
|
||||
{
|
||||
G_Sound(ent, G_SoundIndex("sound/weapons/baton/fire"));
|
||||
return;
|
||||
}
|
||||
|
||||
vec3_t angs, forward;
|
||||
if ( BG_UseVRPosition(ent))
|
||||
|
@ -63,8 +73,27 @@ void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire )
|
|||
return;
|
||||
}
|
||||
|
||||
//First clear out any entities that can be damaged again
|
||||
std::map<int, int> copyDamagedEntities = damagedEntities;
|
||||
for (auto &damagedEntity : copyDamagedEntities)
|
||||
{
|
||||
if (damagedEntity.second <= level.time)
|
||||
{
|
||||
damagedEntities.erase(damagedEntity.first);
|
||||
}
|
||||
}
|
||||
|
||||
tr_ent = &g_entities[tr.entityNum];
|
||||
|
||||
//Is it too soon to hurt this entity again?
|
||||
if (damagedEntities.find(tr.entityNum) != damagedEntities.end())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//We are good to inflict damage, store this entity and the next time we can hurt them
|
||||
damagedEntities[tr.entityNum] = level.time + weaponData[WP_STUN_BATON].fireTime;
|
||||
|
||||
if ( tr_ent && tr_ent->takedamage && tr_ent->client )
|
||||
{
|
||||
G_PlayEffect( "stunBaton/flesh_impact", tr.endpos, tr.plane.normal );
|
||||
|
|
Binary file not shown.
|
@ -1,6 +1,24 @@
|
|||
The following excellent mods were included in the apk:
|
||||
|
||||
|
||||
|
||||
=============================================================================================================================
|
||||
|
||||
|
||||
TITLE: Vince Crusty and Elin's VR Fully Modeled Weapons Pack
|
||||
AUTHORS: Elin and Vince Crusty
|
||||
FILE NAME: z_Crusty_and_Elin_vr_weapons.pk3
|
||||
FILE SIZE: 1.0 MB
|
||||
DATE RELEASED: 21 MAR 2023
|
||||
|
||||
DESCRIPTION: This mod replaces all the Jedi Outcast weapons with fully modeled weapons for use in VR
|
||||
|
||||
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
|
||||
|
||||
|
||||
=============================================================================================================================
|
||||
|
||||
|
||||
Author:
|
||||
Grab
|
||||
|
||||
|
@ -20,38 +38,3 @@ Copyright:
|
|||
Grab
|
||||
|
||||
|
||||
|
||||
|
||||
=============================================================================================================================
|
||||
|
||||
|
||||
TITLE: KYLE'S LIGHTSABER HILT HD
|
||||
AUTHORS: CPT. BROSKI / PUNISHER
|
||||
FILE NAME: kyle's_lightsaber_hilt_hd.pk3
|
||||
FILE SIZE: 1.6 MB
|
||||
DATE RELEASED: 21 JULY 2021
|
||||
|
||||
DESCRIPTION: This mod replaces Kyle's original lightsaber with a new model.
|
||||
The model is based entirely on the in-game model, but it uses better shaders to shine.
|
||||
INSTALL: Put the hilt_lightsaber_kyle's_hd.pk3 to your Jedi Outcast\GameData\base folder.
|
||||
UNINSTALL: Remove the hilt_lightsaber_kyle's_hd.pk3 from your Jedi Outcast\GameData\base folder.
|
||||
BUGS: none
|
||||
|
||||
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
|
||||
|
||||
|
||||
|
||||
|
||||
=============================================================================================================================
|
||||
|
||||
|
||||
TITLE: Vince Crusty and Elin's VR Fully Modeled Weapons Pack
|
||||
AUTHORS: Elin and Vince Crusty
|
||||
FILE NAME: z_Crusty_and_Elin_vr_weapons.pk3
|
||||
FILE SIZE: 1.0 MB
|
||||
DATE RELEASED: 21 MAR 2023
|
||||
|
||||
DESCRIPTION: This mod replaces all the Jedi Outcast weapons with fully modeled weapons for use in VR
|
||||
|
||||
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
|
||||
|
||||
|
|
Binary file not shown.
BIN
assets/z_Crusty_and_Elin_vr_weapons_JKAcademy.pk3
Normal file
BIN
assets/z_Crusty_and_Elin_vr_weapons_JKAcademy.pk3
Normal file
Binary file not shown.
|
@ -242,16 +242,15 @@ import java.util.Vector;
|
|||
if (!new File("/sdcard/JKXR/JK2/base/no_copy").exists()) {
|
||||
copy_asset("/sdcard/JKXR/JK2/base", "packaged_mods_credits.txt", false);
|
||||
copy_asset("/sdcard/JKXR/JK2/base", "GGDynamicWeapons.pk3", false);
|
||||
copy_asset("/sdcard/JKXR/JK2/base", "Kyle's_lightsaber_hilt_hd.pk3", false);
|
||||
|
||||
//Weapon Models
|
||||
copy_asset("/sdcard/JKXR/JK2/base", "z_Crusty_and_Elin_vr_weapons.pk3", false);
|
||||
copy_asset("/sdcard/JKXR/JK2/base", "z_Crusty_and_Elin_vr_weapons.pk3", true);
|
||||
}
|
||||
|
||||
//Bunch of cool mods and their credits - only copy if user wants them
|
||||
if (!new File("/sdcard/JKXR/JK3/base/no_copy").exists()) {
|
||||
//Weapon Models
|
||||
copy_asset("/sdcard/JKXR/JK3/base", "z_Crusty_and_Elin_vr_weapons.pk3", false);
|
||||
copy_asset("/sdcard/JKXR/JK3/base", "z_Crusty_and_Elin_vr_weapons_JKAcademy.pk3", true);
|
||||
}
|
||||
|
||||
//Copy mods to the demo folder if demo assets exist, since the demo doesn't seem to be able to load mods from base
|
||||
|
@ -261,15 +260,15 @@ import java.util.Vector;
|
|||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "weapons_vr_jo.cfg", true);
|
||||
|
||||
//Our assets
|
||||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "z_vr_assets.pk3", true);
|
||||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "z_vr_assets_base.pk3", true);
|
||||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "z_vr_assets_jko.pk3", true);
|
||||
|
||||
//Bunch of cool mods and their credits - only copy if user wants them
|
||||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "packaged_mods_credits.txt", false);
|
||||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "GGDynamicWeapons.pk3", false);
|
||||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "Kyle's_lightsaber_hilt_hd.pk3", false);
|
||||
|
||||
//Weapon Models
|
||||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "z_Crusty_and_Elin_vr_weapons.pk3", false);
|
||||
copy_asset("/sdcard/JKXR/JK2/jk2demo", "z_Crusty_and_Elin_vr_weapons.pk3", true);
|
||||
}
|
||||
|
||||
//Read these from a file and pass through
|
||||
|
|
|
@ -261,7 +261,7 @@
|
|||
name none
|
||||
type ITEM_TYPE_TEXT
|
||||
rect 0 455 640 40
|
||||
text "JKXR: https://www.quakevr.com/jkxr"
|
||||
text "Join our Patreon: patreon.com/teambeef"
|
||||
font 2
|
||||
forecolor 1 0 0 1
|
||||
textscale 1.0
|
||||
|
|
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Reference in a new issue