Multiple fixes

- Scope mask / force effects masks are too small. Edges are visible.
- Cutscenes can't be skipped when in 2D mode (none immersive)
- If you zoom in with the scoped rifle you also change the running speed. 😬
- walking while shooting scoped
This commit is contained in:
Simon 2023-11-18 13:07:22 +00:00
parent 3cec1ae469
commit 83bee3bbff
4 changed files with 58 additions and 17 deletions

View file

@ -121,6 +121,14 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
Cvar_Set("vr_control_scheme", "99");
}
static int cinCameraTimestamp = -1;
if (vr.cin_camera && cinCameraTimestamp == -1) {
cinCameraTimestamp = Sys_Milliseconds();
}
else if (!vr.cin_camera) {
cinCameraTimestamp = -1;
}
//Set controller angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
{
vec3_t rotation = {0};
@ -212,6 +220,28 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
static float menuYaw = 0;
if (VR_UseScreenLayer() && !vr.misc_camera)
{
if (vr.cin_camera && cinCameraTimestamp + 1000 < Sys_Milliseconds())
{
// To skip cinematic use any thumb or trigger (but wait a while
// to prevent skipping when cinematic is started during action)
if ((primaryButtonsNew & primaryThumb) != (primaryButtonsOld & primaryThumb)) {
sendButtonAction("+use", (primaryButtonsNew & primaryThumb));
}
if ((secondaryButtonsNew & secondaryThumb) != (secondaryButtonsOld & secondaryThumb)) {
sendButtonAction("+use", (secondaryButtonsNew & secondaryThumb));
}
if ((pDominantTrackedRemoteNew->Buttons & xrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & xrButton_Trigger)) {
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & xrButton_Trigger));
// mark button as already pressed to prevent firing after entering the game
pDominantTrackedRemoteOld->Buttons |= xrButton_Trigger;
}
if ((pOffTrackedRemoteNew->Buttons & xrButton_Trigger) != (pOffTrackedRemoteOld->Buttons & xrButton_Trigger)) {
sendButtonAction("+use", (pOffTrackedRemoteNew->Buttons & xrButton_Trigger));
// mark button as already pressed to prevent firing after entering the game
pOffTrackedRemoteOld->Buttons |= xrButton_Trigger;
}
}
bool controlsLeftHanded = vr_control_scheme->integer >= 10;
if (controlsLeftHanded == vr.menu_right_handed) {
interactWithTouchScreen(menuYaw, vr.offhandangles[ANGLES_DEFAULT]);
@ -377,12 +407,6 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
}
}
static int cinCameraTimestamp = -1;
if (vr.cin_camera && cinCameraTimestamp == -1) {
cinCameraTimestamp = Sys_Milliseconds();
} else if (!vr.cin_camera) {
cinCameraTimestamp = -1;
}
if (vr.cin_camera && cinCameraTimestamp + 1000 < Sys_Milliseconds())
{
// To skip cinematic use any thumb or trigger (but wait a while
@ -472,6 +496,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
}
//Switch movement speed
if (!vr.cgzoommode)
{
static bool switched = false;
if (between(-0.2f, primaryJoystickX, 0.2f) &&

View file

@ -138,10 +138,10 @@ void VR_GetMove(float *forward, float *side, float *pos_forward, float *pos_side
}
else if (vr.cgzoommode == 2 || vr.cgzoommode == 4)
{
*forward = 0.0f;
*forward = remote_movementForward / 3.0f;
*pos_forward = 0.0f;
*up = 0.0f;
*side = 0.0f;
*side = remote_movementSideways / 3.0f;
*pos_side = 0.0f;
*yaw = vr.snapTurn;
*pitch = vr.weaponangles[ANGLES_ADJUSTED][PITCH];

View file

@ -4117,16 +4117,25 @@ CG_DrawVignette
float currentComfortVignetteValue = 0.0f;
float filteredViewYawDelta = 0.0f;
static void CG_DrawVignette( void )
static void CG_DrawVignette( bool force )
{
playerState_t *ps;
ps = &cg.snap->ps;
float vignetteValue;
cvar_t *vr_comfort_vignette = gi.cvar("vr_comfort_vignette", "0.0", CVAR_ARCHIVE); // defined in VrCvars.h
if (!force)
{
if (vr_comfort_vignette->value <= 0.0f || vr_comfort_vignette->value > 1.0f || !cg.zoomMode == 0)
{
return;
}
vignetteValue = vr_comfort_vignette->value;
}
else
{
vignetteValue = 0.3f;
}
bool isMoving = VectorLength(cg.predicted_player_state.velocity) > 30.0;
// When player is in the air, apply vignette (to prevent throbbing on top of jump)
@ -4144,17 +4153,17 @@ static void CG_DrawVignette( void )
isTurning = filteredViewYawDelta > 1;
}
if (isMoving || isInAir || isTurning)
if (isMoving || isInAir || isTurning || force)
{
if (currentComfortVignetteValue < vr_comfort_vignette->value)
if (currentComfortVignetteValue < vignetteValue)
{
currentComfortVignetteValue += vr_comfort_vignette->value * 0.05;
currentComfortVignetteValue += vignetteValue * 0.05;
if (currentComfortVignetteValue > 1.0f)
currentComfortVignetteValue = 1.0f;
}
} else{
if (currentComfortVignetteValue > 0.0f)
currentComfortVignetteValue -= vr_comfort_vignette->value * 0.05;
currentComfortVignetteValue -= vignetteValue * 0.05;
}
if (currentComfortVignetteValue > 0.0f && currentComfortVignetteValue <= 1.0f)
@ -4335,7 +4344,8 @@ static void CG_Draw2D( void )
{//force sight is on
//indicate this with sight cone thingy
cg.drawingHUD = CG_HUD_NORMAL;
CG_DrawPic( 35, 50, 570, 400, cgi_R_RegisterShader( "gfx/2d/jsense" ));
CG_DrawVignette(true);
CG_DrawPic( 50, 40, 540, 400, cgi_R_RegisterShader( "gfx/2d/jsense" ));
cg.drawingHUD = CG_HUD_SCALED;
CG_DrawHealthBars();
}
@ -4348,7 +4358,7 @@ static void CG_Draw2D( void )
// don't draw any status if dead
if ( cg.snap->ps.stats[STAT_HEALTH] > 0 )
{
CG_DrawVignette();
CG_DrawVignette(false);
if ( !(cent->gent && cent->gent->s.eFlags & (EF_LOCKED_TO_WEAPON )))//|EF_IN_ATST
{
@ -4384,7 +4394,10 @@ static void CG_Draw2D( void )
CG_UseIcon();
}
cg.drawingHUD = CG_HUD_NORMAL;
CG_SaberClashFlare();
cg.drawingHUD = CG_HUD_SCALED;
float y = 0;
if (cg_drawSnapshot.integer) {

View file

@ -2841,7 +2841,10 @@ static void CG_Draw2D( void )
CG_UseIcon();
}
cg.drawingHUD = CG_HUD_NORMAL;
CG_SaberClashFlare();
cg.drawingHUD = CG_HUD_SCALED;
float y = 0;
if (cg_drawSnapshot.integer) {