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Some stuff to ensure screen shows up in the correct place
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1 changed files with 4 additions and 1 deletions
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@ -33,6 +33,8 @@ bool VR_UseScreenLayer()
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(bool)((vr.cin_camera && !vr.immersive_cinematics) ||
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(bool)((vr.cin_camera && !vr.immersive_cinematics) ||
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vr.misc_camera ||
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vr.misc_camera ||
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(CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) ||
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(CL_IsRunningInGameCinematic() || CL_InGameCinematicOnStandBy()) ||
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(cls.state == CA_DISCONNECTED) ||
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(cls.state == CA_CONNECTING) ||
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(cls.state == CA_CINEMATIC) ||
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(cls.state == CA_CINEMATIC) ||
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(cls.state == CA_LOADING) ||
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(cls.state == CA_LOADING) ||
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( Key_GetCatcher( ) & KEYCATCH_UI ) ||
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( Key_GetCatcher( ) & KEYCATCH_UI ) ||
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@ -93,12 +95,13 @@ void VR_SetHMDOrientation(float pitch, float yaw, float roll)
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void VR_SetHMDPosition(float x, float y, float z )
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void VR_SetHMDPosition(float x, float y, float z )
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{
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{
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static bool s_useScreen = qfalse;
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static bool s_useScreen = qfalse;
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static int frame = 0;
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VectorSet(vr.hmdposition, x, y, z);
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VectorSet(vr.hmdposition, x, y, z);
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//Can be set elsewhere
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//Can be set elsewhere
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vr.take_snap |= s_useScreen != VR_UseScreenLayer();
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vr.take_snap |= s_useScreen != VR_UseScreenLayer();
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if (vr.take_snap)
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if (vr.take_snap || (frame++ < 100))
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{
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{
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s_useScreen = VR_UseScreenLayer();
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s_useScreen = VR_UseScreenLayer();
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