From 9620011ed55f901cfa06ab28d1cab39b5a1ca561 Mon Sep 17 00:00:00 2001 From: Simon Date: Sat, 1 Oct 2022 00:02:49 +0100 Subject: [PATCH] Multiple fixes - Fixed some crashes - weapons (for the first level of outcast) should be aligned - ducking works, player height now correct some button changes: A - Jump B - Alt Fire X - Use current Force (no use in outcast atm) Y - Select next Force Power Right Thumbstick Button - "Use" Left Thumbstick Button - Duck - good for side rolls etc Right Grip - Slow time to 10% (testing this for the weapon/force selector, also quite fun) Left Grip - two handed weapons (no advantage to this at the moment) You should find that weapons are now properly motion controlled --- Projects/Android/jni/JKVR/VrInputDefault.cpp | 37 +++++++++--- .../Android/jni/JKVR/VrInputWeaponAlign.cpp | 32 ++++++++-- .../Android/jni/OpenJK/code/cgame/cg_draw.cpp | 2 +- .../Android/jni/OpenJK/code/cgame/cg_view.cpp | 4 +- .../jni/OpenJK/code/cgame/cg_weapons.cpp | 22 +++++-- .../Android/jni/OpenJK/code/game/bg_misc.cpp | 2 +- .../Android/jni/OpenJK/code/game/bg_pmove.cpp | 2 +- .../OpenJK/code/game/wp_blaster_pistol.cpp | 9 +-- .../jni/OpenJK/code/game/wp_bowcaster.cpp | 20 ++++--- .../jni/OpenJK/code/game/wp_disruptor.cpp | 60 ++++++++++++------- .../OpenJK/code/rd-vanilla/tr_shade_calc.cpp | 6 ++ .../jni/OpenJK/codeJK2/cgame/cg_draw.cpp | 2 +- .../jni/OpenJK/codeJK2/cgame/cg_view.cpp | 2 +- .../jni/OpenJK/codeJK2/cgame/cg_weapons.cpp | 31 +++++++--- .../jni/OpenJK/codeJK2/game/bg_misc.cpp | 2 +- .../jni/OpenJK/codeJK2/game/g_navigator.cpp | 2 + .../OpenJK/codeJK2/game/wp_blaster_rifle.cpp | 9 ++- .../jni/OpenJK/codeJK2/game/wp_bowcaster.cpp | 14 ++++- .../OpenJK/codeJK2/game/wp_bryar_pistol.cpp | 19 ++++-- .../jni/OpenJK/codeJK2/game/wp_disruptor.cpp | 47 ++++++++++++--- .../jni/OpenJK/codeJK2/game/wp_stun_baton.cpp | 17 +++++- assets/commandline.txt | 2 +- assets/weapons_vr_ja.cfg | 53 +--------------- assets/weapons_vr_jo.cfg | 38 ++---------- 24 files changed, 258 insertions(+), 176 deletions(-) diff --git a/Projects/Android/jni/JKVR/VrInputDefault.cpp b/Projects/Android/jni/JKVR/VrInputDefault.cpp index ddda2b1..30ea155 100644 --- a/Projects/Android/jni/JKVR/VrInputDefault.cpp +++ b/Projects/Android/jni/JKVR/VrInputDefault.cpp @@ -160,11 +160,18 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG float controllerYawHeading = 0.0f; //Turn on weapon stabilisation? bool stabilised = qfalse; - if (!vr.pistol && // Don't stabilise pistols - (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE)) + bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger); + if ( (offhandGripPushed != (pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) && + offhandGripPushed && (distance < STABILISATION_DISTANCE)) +#ifndef DEBUG { stabilised = qtrue; } +#else + { + Cvar_Set("vr_control_scheme", "99"); + } +#endif vr.weapon_stabilised = stabilised; @@ -397,14 +404,25 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG if (dominantGripPushTime == 0) { dominantGripPushTime = GetTimeInMilliSeconds(); } + Cvar_Set("timescale", "0.1"); } else { dominantGripPushTime = 0; + Cvar_Set("timescale", "1.0"); } } } +#define JOYX_SAMPLE_COUNT 4 + static float joyx[JOYX_SAMPLE_COUNT] = {0}; + for (int j = JOYX_SAMPLE_COUNT-1; j > 0; --j) + joyx[j] = joyx[j-1]; + joyx[0] = pPrimaryJoystick->x; + float sum = 0.0f; + for (int j = 0; j < JOYX_SAMPLE_COUNT; ++j) + sum += joyx[j]; + float primaryJoystickX = sum / 4.0f; //Right-hand specific stuff @@ -430,6 +448,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG positional_movementSideways, positional_movementForward); + //Jump (A Button) if ((primaryButtonsNew & primaryButton1) != (primaryButtonsOld & primaryButton1)) { @@ -460,7 +479,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG //Duck - off hand joystick if ((secondaryButtonsNew & secondaryThumb) != - (secondaryButtonsNew & secondaryThumb)) { + (secondaryButtonsOld & secondaryThumb)) { sendButtonAction("+movedown", (secondaryButtonsNew & secondaryThumb)); } @@ -474,7 +493,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG //Weapon Chooser static bool itemSwitched = false; - if (between(-0.2f, pPrimaryJoystick->x, 0.2f) && + if (between(-0.2f, primaryJoystickX, 0.2f) && (between(0.8f, pPrimaryJoystick->y, 1.0f) || between(-1.0f, pPrimaryJoystick->y, -0.8f))) { @@ -552,7 +571,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG static int syncCount = 0; static int increaseSnap = true; if (!vr.mountedgun && !vr.scopeengaged) { - if (pPrimaryJoystick->x > 0.7f) { + if (primaryJoystickX > 0.7f) { if (increaseSnap) { float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f) : vr_turn_angle->value; vr.snapTurn -= turnAngle; @@ -565,12 +584,12 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG vr.snapTurn += 360.f; } } - } else if (pPrimaryJoystick->x < 0.3f) { + } else if (primaryJoystickX < 0.3f) { increaseSnap = true; } static int decreaseSnap = true; - if (pPrimaryJoystick->x < -0.7f) { + if (primaryJoystickX < -0.7f) { if (decreaseSnap) { float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f) : vr_turn_angle->value; @@ -585,12 +604,12 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG vr.snapTurn -= 360.f; } } - } else if (pPrimaryJoystick->x > -0.3f) { + } else if (primaryJoystickX > -0.3f) { decreaseSnap = true; } } else { - if (fabs(pPrimaryJoystick->x) > 0.5f) { + if (fabs(primaryJoystickX) > 0.5f) { increaseSnap = false; } else diff --git a/Projects/Android/jni/JKVR/VrInputWeaponAlign.cpp b/Projects/Android/jni/JKVR/VrInputWeaponAlign.cpp index df6fdff..04d5cf0 100644 --- a/Projects/Android/jni/JKVR/VrInputWeaponAlign.cpp +++ b/Projects/Android/jni/JKVR/VrInputWeaponAlign.cpp @@ -149,6 +149,19 @@ void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemote } } + bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger); + if ( (offhandGripPushed != (pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) && + offhandGripPushed) +#ifndef DEBUG + { + } +#else + { + Cvar_Set("vr_control_scheme", "0"); + } +#endif + + //Next Weapon with A if (((pDominantTrackedRemoteNew->Buttons & domButton1) != (pDominantTrackedRemoteOld->Buttons & domButton1)) && @@ -169,14 +182,25 @@ void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemote char* item_names[7] = {"scale", "right", "up", "forward", "pitch", "yaw", "roll"}; float item_inc[7] = {0.002, 0.02, 0.02, 0.02, 0.1, 0.1, 0.1}; +#define JOYX_SAMPLE_COUNT 4 + static float joyx[JOYX_SAMPLE_COUNT] = {0}; + for (int j = JOYX_SAMPLE_COUNT-1; j > 0; --j) + joyx[j] = joyx[j-1]; + joyx[0] = pDominantTrackedRemoteNew->Joystick.x; + float sum = 0.0f; + for (int j = 0; j < JOYX_SAMPLE_COUNT; ++j) + sum += joyx[j]; + float primaryJoystickX = sum / 4.0f; + + //Weapon/Inventory Chooser static bool itemSwitched = false; if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.y, 0.2f) && - (between(0.8f, pDominantTrackedRemoteNew->Joystick.x, 1.0f) || - between(-1.0f, pDominantTrackedRemoteNew->Joystick.x, -0.8f))) + (between(0.8f, primaryJoystickX, 1.0f) || + between(-1.0f, primaryJoystickX, -0.8f))) { if (!itemSwitched) { - if (between(0.8f, pDominantTrackedRemoteNew->Joystick.x, 1.0f)) + if (between(0.8f, primaryJoystickX, 1.0f)) { item_index++; if (item_index == 7) @@ -211,7 +235,7 @@ void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemote } - if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f)) + if (between(-0.2f, primaryJoystickX, 0.2f)) { if (pDominantTrackedRemoteNew->Joystick.y > 0.6f) { *(items[item_index]) += item_inc[item_index]; diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_draw.cpp b/Projects/Android/jni/OpenJK/code/cgame/cg_draw.cpp index 5799959..45efc1b 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_draw.cpp +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_draw.cpp @@ -4288,7 +4288,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) { if (!in_camera || vr->immersive_cinematics) { //Vertical Positional Movement - cg.refdef.vieworg[2] -= (float)g_entities[cg.snap->ps.viewEntity].client->ps.viewheight; + cg.refdef.vieworg[2] -= 48; cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value; } diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_view.cpp b/Projects/Android/jni/OpenJK/code/cgame/cg_view.cpp index 0f4d800..2df2775 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_view.cpp +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_view.cpp @@ -1108,7 +1108,7 @@ static void CG_OffsetFirstPersonView( qboolean firstPersonSaber ) { angles[PITCH] = perc*-15; } - // add angles based on weapon kick +/* // add angles based on weapon kick int kickTime = (cg.time - cg.kick_time); if ( kickTime < 800 ) {//kicks are always 1 second long. Deal with it. @@ -1123,7 +1123,7 @@ static void CG_OffsetFirstPersonView( qboolean firstPersonSaber ) { kickPerc = kickTime/600.0f; } VectorMA( angles, kickPerc, cg.kick_angles, angles ); - } + }*/ // add angles based on damage kick if ( cg.damageTime ) { diff --git a/Projects/Android/jni/OpenJK/code/cgame/cg_weapons.cpp b/Projects/Android/jni/OpenJK/code/cgame/cg_weapons.cpp index e065c96..483f07e 100644 --- a/Projects/Android/jni/OpenJK/code/cgame/cg_weapons.cpp +++ b/Projects/Android/jni/OpenJK/code/cgame/cg_weapons.cpp @@ -1194,16 +1194,26 @@ void CG_AddViewWeapon( playerState_t *ps ) trace_t trace; VectorMA(origin, 256, forward, endForward); - CG_TestLine(origin, endForward, FRAMETIME, 0xFF0000, 0.5 ); + static vec3_t WHITE ={1.0f,1.0f,1.0f}; + FX_AddLine( -1, origin, endForward, 0.1f, 4.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + WHITE, WHITE, 0.0f, + 120, cgi_R_RegisterShader( "gfx/effects/redLine" ), + 0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); VectorMA(origin, 20, right, endRight); - CG_TestLine(origin, endRight, FRAMETIME, 0x00FF00, 0.5 ); + FX_AddLine( -1, origin, endRight, 0.1f, 4.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + WHITE, WHITE, 0.0f, + 120, cgi_R_RegisterShader( "gfx/effects/blueLine" ), + 0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); VectorMA(origin, 20, up, endUp); - CG_TestLine(origin, endUp, FRAMETIME, 0x0000FF, 0.5 ); - - CG_CenterPrint(vr->test_name, 240); - + FX_AddLine( -1, origin, endUp, 0.1f, 4.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + WHITE, WHITE, 0.0f, + 120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), + 0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); } // set up gun position diff --git a/Projects/Android/jni/OpenJK/code/game/bg_misc.cpp b/Projects/Android/jni/OpenJK/code/game/bg_misc.cpp index 2527d33..fe7604f 100644 --- a/Projects/Android/jni/OpenJK/code/game/bg_misc.cpp +++ b/Projects/Android/jni/OpenJK/code/game/bg_misc.cpp @@ -739,7 +739,7 @@ static void BG_CalculateVRPositionInWorld( vec3_t in_position, vec3_t in_offset VectorCopy(in_offset, offset); offset[1] = 0; // up/down is index 1 in this case BG_ConvertFromVR(offset, cg.refdef.vieworg, origin); - origin[2] -= (float)g_entities[cg.snap->ps.viewEntity].client->ps.viewheight; + origin[2] -= 48; origin[2] += in_position[1] * cg_worldScale.value; VectorCopy(in_orientation, angles); diff --git a/Projects/Android/jni/OpenJK/code/game/bg_pmove.cpp b/Projects/Android/jni/OpenJK/code/game/bg_pmove.cpp index d032f46..7bab6c7 100644 --- a/Projects/Android/jni/OpenJK/code/game/bg_pmove.cpp +++ b/Projects/Android/jni/OpenJK/code/game/bg_pmove.cpp @@ -165,7 +165,7 @@ const float pm_swimScale = 0.50f; float pm_ladderScale = 0.7f; const float pm_vehicleaccelerate = 36.0f; -const float pm_accelerate = 12.0f; +const float pm_accelerate = 1200.0f; const float pm_airaccelerate = 4.0f; const float pm_wateraccelerate = 4.0f; const float pm_flyaccelerate = 8.0f; diff --git a/Projects/Android/jni/OpenJK/code/game/wp_blaster_pistol.cpp b/Projects/Android/jni/OpenJK/code/game/wp_blaster_pistol.cpp index 8026f1c..a2fb2a8 100644 --- a/Projects/Android/jni/OpenJK/code/game/wp_blaster_pistol.cpp +++ b/Projects/Android/jni/OpenJK/code/game/wp_blaster_pistol.cpp @@ -39,10 +39,11 @@ void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire ) vec3_t start; int damage = !alt_fire ? weaponData[WP_BRYAR_PISTOL].damage : weaponData[WP_BRYAR_PISTOL].altDamage; - vec3_t angs; + vec3_t angs, forward; if ( ent->client && !ent->NPC) { BG_CalculateVRWeaponPosition(muzzle, angs); + AngleVectors(angs, forward, NULL, NULL); } else { vectoangles(forwardVec, angs); @@ -68,13 +69,13 @@ void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire ) angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) ); } - AngleVectors( angs, forwardVec, NULL, NULL ); + AngleVectors( angs, forward, NULL, NULL ); } } - WP_MissileTargetHint(ent, start, forwardVec); + WP_MissileTargetHint(ent, start, forward); - gentity_t *missile = CreateMissile( start, forwardVec, BRYAR_PISTOL_VEL, 10000, ent, alt_fire ); + gentity_t *missile = CreateMissile( start, forward, BRYAR_PISTOL_VEL, 10000, ent, alt_fire ); missile->classname = "bryar_proj"; if ( ent->s.weapon == WP_BLASTER_PISTOL diff --git a/Projects/Android/jni/OpenJK/code/game/wp_bowcaster.cpp b/Projects/Android/jni/OpenJK/code/game/wp_bowcaster.cpp index 780dcfa..29c0e9e 100644 --- a/Projects/Android/jni/OpenJK/code/game/wp_bowcaster.cpp +++ b/Projects/Android/jni/OpenJK/code/game/wp_bowcaster.cpp @@ -37,9 +37,18 @@ static void WP_BowcasterMainFire( gentity_t *ent ) { int damage = weaponData[WP_BOWCASTER].damage, count; float vel; - vec3_t angs, dir, start; + vec3_t angs, forward, dir, start; gentity_t *missile; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(muzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + VectorCopy(forwardVec, forward); + } + VectorCopy( muzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall @@ -89,14 +98,7 @@ static void WP_BowcasterMainFire( gentity_t *ent ) // create a range of different velocities vel = BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f ); - vec3_t angs; - if ( ent->client && !ent->NPC) - { - BG_CalculateVRWeaponPosition(muzzle, angs); - } - else { - vectoangles(forwardVec, angs); - } + vectoangles( forward, angs ); if ( !(ent->client->ps.forcePowersActive&(1<client->ps.forcePowerLevel[FP_SEE] < FORCE_LEVEL_2 ) diff --git a/Projects/Android/jni/OpenJK/code/game/wp_disruptor.cpp b/Projects/Android/jni/OpenJK/code/game/wp_disruptor.cpp index eb7c50e..e09268d 100644 --- a/Projects/Android/jni/OpenJK/code/game/wp_disruptor.cpp +++ b/Projects/Android/jni/OpenJK/code/game/wp_disruptor.cpp @@ -59,16 +59,6 @@ static void WP_DisruptorMainFire( gentity_t *ent ) } } - VectorCopy( muzzle, start ); - WP_TraceSetStart( ent, start, vec3_origin, vec3_origin ); - -// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time ) -// { -// // in overcharge mode, so doing double damage -// damage *= 2; -// } - - vec3_t angs, forward; if ( ent->client && !ent->NPC) { @@ -79,6 +69,15 @@ static void WP_DisruptorMainFire( gentity_t *ent ) VectorCopy(forwardVec, forward); } + VectorCopy( muzzle, start ); + WP_TraceSetStart( ent, start, vec3_origin, vec3_origin ); + +// if ( ent->client && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 && ent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > cg.time ) +// { +// // in overcharge mode, so doing double damage +// damage *= 2; +// } + WP_MissileTargetHint(ent, start, forward); VectorMA( start, shotRange, forward, end ); @@ -130,11 +129,11 @@ static void WP_DisruptorMainFire( gentity_t *ent ) int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR ); if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH ) {//hehe - G_Damage( traceEnt, ent, ent, forwardVec, tr.endpos, 3, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, 3, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc ); } else { - G_Damage( traceEnt, ent, ent, forwardVec, tr.endpos, damage, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_DEATH_KNOCKBACK, MOD_DISRUPTOR, hitLoc ); } } else @@ -148,10 +147,10 @@ static void WP_DisruptorMainFire( gentity_t *ent ) for ( dist = 0; dist < shotDist; dist += 64 ) { //FIXME: on a really long shot, this could make a LOT of alerts in one frame... - VectorMA( start, dist, forwardVec, spot ); + VectorMA( start, dist, forward, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } - VectorMA( start, shotDist-4, forwardVec, spot ); + VectorMA( start, shotDist-4, forward, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } @@ -168,6 +167,16 @@ void WP_DisruptorAltFire( gentity_t *ent ) float dist, shotDist, shotRange = 8192; qboolean hitDodged = qfalse, fullCharge = qfalse; + vec3_t angs, forward; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(muzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + VectorCopy(forwardVec, forward); + } + VectorCopy( muzzle, muzzle2 ); // making a backup copy // The trace start will originate at the eye so we can ensure that it hits the crosshair. @@ -192,8 +201,7 @@ void WP_DisruptorAltFire( gentity_t *ent ) } else { - VectorCopy( ent->client->renderInfo.eyePoint, start ); - AngleVectors( ent->client->renderInfo.eyeAngles, forwardVec, NULL, NULL ); + VectorCopy( muzzle, start ); // don't let NPC's do charging int count = ( level.time - ent->client->ps.weaponChargeTime - 50 ) / DISRUPTOR_CHARGE_UNIT; @@ -232,7 +240,7 @@ void WP_DisruptorAltFire( gentity_t *ent ) for ( int i = 0; i < traces; i++ ) { - VectorMA( start, shotRange, forwardVec, end ); + VectorMA( start, shotRange, forward, end ); //NOTE: if you want to be able to hit guys in emplaced guns, use "G2_COLLIDE, 10" instead of "G2_RETURNONHIT, 0" //alternately, if you end up hitting an emplaced_gun that has a sitter, just redo this one trace with the "G2_COLLIDE, 10" to see if we it the sitter @@ -297,10 +305,10 @@ void WP_DisruptorAltFire( gentity_t *ent ) int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR ); if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH ) {//hehe - G_Damage( traceEnt, ent, ent, forwardVec, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); break; } - G_Damage( traceEnt, ent, ent, forwardVec, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); if ( traceEnt->s.eType == ET_MOVER ) {//stop the traces on any mover break; @@ -345,7 +353,7 @@ void WP_DisruptorAltFire( gentity_t *ent ) AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } //FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention? - VectorMA( start, shotDist-4, forwardVec, spot ); + VectorMA( start, shotDist-4, forward, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } @@ -362,5 +370,15 @@ void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire ) WP_DisruptorMainFire( ent ); } - G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), muzzle, forwardVec ); + vec3_t angs, forward; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(muzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + VectorCopy(forwardVec, forward); + } + + G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), muzzle, forward ); } \ No newline at end of file diff --git a/Projects/Android/jni/OpenJK/code/rd-vanilla/tr_shade_calc.cpp b/Projects/Android/jni/OpenJK/code/rd-vanilla/tr_shade_calc.cpp index 786a41a..af77dda 100644 --- a/Projects/Android/jni/OpenJK/code/rd-vanilla/tr_shade_calc.cpp +++ b/Projects/Android/jni/OpenJK/code/rd-vanilla/tr_shade_calc.cpp @@ -1057,6 +1057,12 @@ void RB_CalcSpecularAlpha( unsigned char *alphas ) { alphas += 3; + //What the hell is this doing as a NaN?!? + if (Q_isnan(backEnd.ori.viewOrigin[0])) + { + return; + } + numVertexes = tess.numVertexes; for (i = 0 ; i < numVertexes ; i++, v += 4, normal += 4, alphas += 4) { float ilength; diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp index 13f171a..4a95fb0 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp @@ -2507,7 +2507,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) { if (!in_camera || vr->immersive_cinematics) { //Vertical Positional Movement - cg.refdef.vieworg[2] -= (float)g_entities[cg.snap->ps.viewEntity].client->ps.viewheight; + cg.refdef.vieworg[2] -= 48; cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value; } diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp index 56b18dc..b5433c0 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_view.cpp @@ -1055,7 +1055,7 @@ static void CG_OffsetFirstPersonView( qboolean firstPersonSaber ) { } // add angles based on weapon kick - VectorAdd (angles, cg.kick_angles, angles); + //VectorAdd (angles, cg.kick_angles, angles); // add angles based on damage kick if ( cg.damageTime ) { diff --git a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp index dfe6be5..661e8e8 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp @@ -804,7 +804,9 @@ static float CG_CalculateWeaponPositionAndScale( playerState_t *ps, vec3_t origi VectorCopy(vr->test_offset, offset); - CG_CenterPrint( vr->test_name, SMALLCHAR_WIDTH ); + int w = cgi_R_Font_StrLenPixels(vr->test_name, cgs.media.qhFontSmall, 1.0f); + int x = ( SCREEN_WIDTH - w ) / 2; + cgi_R_Font_DrawString(x, (SCREEN_HEIGHT / 2), vr->test_name, colorTable[CT_ICON_BLUE], cgs.media.qhFontSmall, -1, 1.0f); } else { if (ps->weapon != 0) { @@ -1109,22 +1111,35 @@ void CG_AddViewWeapon( playerState_t *ps ) if (strcmp(cgi_Cvar_Get("vr_control_scheme"), "99") == 0) { vec3_t origin; vec3_t endForward, endRight, endUp; - vec3_t angles; - clientInfo_t ci; - BG_CalculateVRWeaponPosition( origin, angles ); + vec3_t _angles; + BG_CalculateVRWeaponPosition( origin, _angles ); vec3_t forward, right, up; - AngleVectors(angles, forward, right, up); + AngleVectors(_angles, forward, right, up); trace_t trace; VectorMA(origin, 256, forward, endForward); - CG_TestLine(origin, endForward, FRAMETIME, 0xFF0000, 0.5 ); + static vec3_t WHITE ={1.0f,1.0f,1.0f}; + FX_AddLine( origin, endForward, 0.1f, 4.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + WHITE, WHITE, 0.0f, + 120, cgi_R_RegisterShader( "gfx/effects/redLine" ), + FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); VectorMA(origin, 20, right, endRight); - CG_TestLine(origin, endRight, FRAMETIME, 0x00FF00, 0.5 ); + vec3_t color = { 0, 0, 255 }; + FX_AddLine( origin, endRight, 0.1f, 4.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + color, color, 0.0f, + 120, cgi_R_RegisterShader( "gfx/misc/nav_line" ), + FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); VectorMA(origin, 20, up, endUp); - CG_TestLine(origin, endUp, FRAMETIME, 0x0000FF, 0.5 ); + FX_AddLine( origin, endUp, 0.1f, 4.0f, 0.0f, + 1.0f, 0.0f, 0.0f, + WHITE, WHITE, 0.0f, + 120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ), + FX_SIZE_LINEAR | FX_ALPHA_LINEAR ); CG_CenterPrint(vr->test_name, 240); diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/bg_misc.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/bg_misc.cpp index 95b9596..c9c55dc 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/bg_misc.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/bg_misc.cpp @@ -680,7 +680,7 @@ static void BG_CalculateVRPositionInWorld( vec3_t in_position, vec3_t in_offset VectorCopy(in_offset, offset); offset[1] = 0; // up/down is index 1 in this case BG_ConvertFromVR(offset, cg.refdef.vieworg, origin); - origin[2] -= (float)g_entities[cg.snap->ps.viewEntity].client->ps.viewheight; + origin[2] -= 48; origin[2] += in_position[1] * cg_worldScale.value; VectorCopy(in_orientation, angles); diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/g_navigator.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/g_navigator.cpp index 024b3fa..9272935 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/g_navigator.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/g_navigator.cpp @@ -556,6 +556,8 @@ void CNavigator::Free( void ) { delete (*ni); } + + m_nodes.clear(); } /* diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/wp_blaster_rifle.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/wp_blaster_rifle.cpp index 21eaaac..2809744 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/wp_blaster_rifle.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/wp_blaster_rifle.cpp @@ -27,6 +27,7 @@ along with this program; if not, see . #include "wp_saber.h" #include "w_local.h" #include "g_functions.h" +#include "bg_local.h" //--------------- // Blaster @@ -108,7 +109,13 @@ void WP_FireBlaster( gentity_t *ent, qboolean alt_fire ) { vec3_t dir, angs; - vectoangles( wpFwd, angs ); + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(wpMuzzle, angs); + } + else { + vectoangles(wpFwd, angs); + } if ( alt_fire ) { diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/wp_bowcaster.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/wp_bowcaster.cpp index c4072a0..96b0f98 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/wp_bowcaster.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/wp_bowcaster.cpp @@ -26,6 +26,7 @@ along with this program; if not, see . #include "wp_saber.h" #include "w_local.h" #include "g_functions.h" +#include "bg_local.h" //------------------- // Wookiee Bowcaster @@ -37,9 +38,18 @@ static void WP_BowcasterMainFire( gentity_t *ent ) { int damage = weaponData[WP_BOWCASTER].damage, count; float vel; - vec3_t angs, dir, start; + vec3_t angs, forward, dir, start; gentity_t *missile; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(wpMuzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + VectorCopy(wpFwd, forward); + } + VectorCopy( wpMuzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall @@ -88,7 +98,7 @@ static void WP_BowcasterMainFire( gentity_t *ent ) // create a range of different velocities vel = BOWCASTER_VELOCITY * ( Q_flrand(-1.0f, 1.0f) * BOWCASTER_VEL_RANGE + 1.0f ); - vectoangles( wpFwd, angs ); + vectoangles( forward, angs ); // add some slop to the fire direction angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BOWCASTER_ALT_SPREAD * 0.2f; diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/wp_bryar_pistol.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/wp_bryar_pistol.cpp index c81c4f1..a70e261 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/wp_bryar_pistol.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/wp_bryar_pistol.cpp @@ -27,6 +27,7 @@ along with this program; if not, see . #include "wp_saber.h" #include "w_local.h" #include "g_functions.h" +#include "bg_local.h" //--------------- // Bryar Pistol @@ -39,15 +40,21 @@ void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire ) vec3_t start; int damage = !alt_fire ? weaponData[ent->s.weapon].damage : weaponData[ent->s.weapon].altDamage; + vec3_t angs, forward; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(wpMuzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + vectoangles(wpFwd, angs); + } + VectorCopy( wpMuzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin );//make sure our start point isn't on the other side of a wall if ( ent->NPC && ent->NPC->currentAim < 5 ) { - vec3_t angs; - - vectoangles( wpFwd, angs ); - if ( ent->client->NPC_class == CLASS_IMPWORKER ) {//*sigh*, hack to make impworkers less accurate without affecteing imperial officer accuracy angs[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (BLASTER_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f @@ -59,10 +66,10 @@ void WP_FireBryarPistol( gentity_t *ent, qboolean alt_fire ) angs[YAW] += ( Q_flrand(-1.0f, 1.0f) * ((5-ent->NPC->currentAim)*0.25f) ); } - AngleVectors( angs, wpFwd, NULL, NULL ); + AngleVectors( angs, forward, NULL, NULL ); } - gentity_t *missile = CreateMissile( start, wpFwd, BRYAR_PISTOL_VEL, 10000, ent, alt_fire ); + gentity_t *missile = CreateMissile( start, forward, BRYAR_PISTOL_VEL, 10000, ent, alt_fire ); missile->classname = "bryar_proj"; missile->s.weapon = WP_BRYAR_PISTOL; diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/wp_disruptor.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/wp_disruptor.cpp index 4cea823..b163a5c 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/wp_disruptor.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/wp_disruptor.cpp @@ -27,6 +27,7 @@ along with this program; if not, see . #include "wp_saber.h" #include "w_local.h" #include "g_functions.h" +#include "bg_local.h" //--------------------- // Tenloss Disruptor @@ -90,7 +91,18 @@ static void WP_DisruptorMainFire( gentity_t *ent ) // damage *= 2; // } - VectorMA( start, shotRange, wpFwd, end ); + + vec3_t angs, forward; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(wpMuzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + VectorCopy(wpFwd, forward); + } + + VectorMA( start, shotRange, forward, end ); int ignore = ent->s.number; int traces = 0; @@ -176,6 +188,16 @@ void WP_DisruptorAltFire( gentity_t *ent ) float dist, shotDist, shotRange = 8192; qboolean hitDodged = qfalse, fullCharge = qfalse; + vec3_t angs, forward; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(wpMuzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + VectorCopy(wpFwd, forward); + } + VectorCopy( wpMuzzle, muzzle2 ); // making a backup copy // The trace start will originate at the eye so we can ensure that it hits the crosshair. @@ -200,8 +222,7 @@ void WP_DisruptorAltFire( gentity_t *ent ) } else { - VectorCopy( ent->client->renderInfo.eyePoint, start ); - AngleVectors( ent->client->renderInfo.eyeAngles, wpFwd, NULL, NULL ); + VectorCopy( wpMuzzle, start ); // don't let NPC's do charging int count = ( level.time - ent->client->ps.weaponChargeTime - 50 ) / DISRUPTOR_CHARGE_UNIT; @@ -240,7 +261,7 @@ void WP_DisruptorAltFire( gentity_t *ent ) for ( int i = 0; i < traces; i++ ) { - VectorMA( start, shotRange, wpFwd, end ); + VectorMA( start, shotRange, forward, end ); //NOTE: if you want to be able to hit guys in emplaced guns, use "G2_COLLIDE, 10" instead of "G2_RETURNONHIT, 0" //alternately, if you end up hitting an emplaced_gun that has a sitter, just redo this one trace with the "G2_COLLIDE, 10" to see if we it the sitter @@ -302,10 +323,10 @@ void WP_DisruptorAltFire( gentity_t *ent ) int hitLoc = G_GetHitLocFromTrace( &tr, MOD_DISRUPTOR ); if ( traceEnt && traceEnt->client && traceEnt->client->NPC_class == CLASS_GALAKMECH ) {//hehe - G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); break; } - G_Damage( traceEnt, ent, ent, wpFwd, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, fullCharge ? MOD_SNIPER : MOD_DISRUPTOR, hitLoc ); } else { @@ -341,7 +362,7 @@ void WP_DisruptorAltFire( gentity_t *ent ) AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } //FIXME: spawn a temp ent that continuously spawns sight alerts here? And 1 sound alert to draw their attention? - VectorMA( start, shotDist-4, wpFwd, spot ); + VectorMA( start, shotDist-4, forward, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); } @@ -358,5 +379,15 @@ void WP_FireDisruptor( gentity_t *ent, qboolean alt_fire ) WP_DisruptorMainFire( ent ); } - G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), wpMuzzle, wpFwd ); + vec3_t angs, forward; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(wpMuzzle, angs); + AngleVectors(wpMuzzle, forward, NULL, NULL); + } + else { + VectorCopy(wpFwd, forward); + } + + G_PlayEffect( G_EffectIndex( "disruptor/line_cap" ), wpMuzzle, forward ); } \ No newline at end of file diff --git a/Projects/Android/jni/OpenJK/codeJK2/game/wp_stun_baton.cpp b/Projects/Android/jni/OpenJK/codeJK2/game/wp_stun_baton.cpp index c8ee189..65acc07 100644 --- a/Projects/Android/jni/OpenJK/codeJK2/game/wp_stun_baton.cpp +++ b/Projects/Android/jni/OpenJK/codeJK2/game/wp_stun_baton.cpp @@ -27,6 +27,7 @@ along with this program; if not, see . #include "wp_saber.h" #include "w_local.h" #include "g_functions.h" +#include "bg_local.h" //--------------------------------------------------------- void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire ) @@ -37,10 +38,20 @@ void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire ) G_Sound( ent, G_SoundIndex( "sound/weapons/baton/fire" )); + vec3_t angs, forward; + if ( ent->client && !ent->NPC) + { + BG_CalculateVRWeaponPosition(wpMuzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + VectorCopy(wpFwd, forward); + } + VectorCopy( wpMuzzle, start ); WP_TraceSetStart( ent, start, vec3_origin, vec3_origin ); - VectorMA( start, STUN_BATON_RANGE, wpFwd, end ); + VectorMA( start, STUN_BATON_RANGE, forward, end ); VectorSet( maxs, 5, 5, 5 ); VectorScale( maxs, -1, mins ); @@ -62,10 +73,10 @@ void WP_FireStunBaton( gentity_t *ent, qboolean alt_fire ) // G_Sound( tr_ent, G_SoundIndex( va("sound/weapons/melee/punch%d", Q_irand(1, 4)) ) ); tr_ent->client->ps.powerups[PW_SHOCKED] = level.time + 1500; - G_Damage( tr_ent, ent, ent, wpFwd, tr.endpos, weaponData[WP_STUN_BATON].damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); + G_Damage( tr_ent, ent, ent, forward, tr.endpos, weaponData[WP_STUN_BATON].damage, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); } else if ( tr_ent->svFlags & SVF_GLASS_BRUSH || ( tr_ent->svFlags & SVF_BBRUSH && tr_ent->material == 12 )) // material grate...we are breaking a grate! { - G_Damage( tr_ent, ent, ent, wpFwd, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy + G_Damage( tr_ent, ent, ent, forward, tr.endpos, 999, DAMAGE_NO_KNOCKBACK, MOD_MELEE ); // smash that puppy } } \ No newline at end of file diff --git a/assets/commandline.txt b/assets/commandline.txt index c6e3ab6..40e9680 100644 --- a/assets/commandline.txt +++ b/assets/commandline.txt @@ -1 +1 @@ -ja \ No newline at end of file +jo \ No newline at end of file diff --git a/assets/weapons_vr_ja.cfg b/assets/weapons_vr_ja.cfg index d3e5235..715a9c0 100644 --- a/assets/weapons_vr_ja.cfg +++ b/assets/weapons_vr_ja.cfg @@ -1,55 +1,4 @@ -/////////////////////////////////////////////////////////////////// -// Weapon IDs -// -// WP_NONE, -// -// // Player weapons -// WP_SABER, // player and NPC weapon -// WP_BLASTER_PISTOL, // player and NPC weapon -// WP_BLASTER, // player and NPC weapon -// WP_DISRUPTOR, // player and NPC weapon -// WP_BOWCASTER, // NPC weapon - player can pick this up, but never starts with them -// WP_REPEATER, // NPC weapon - player can pick this up, but never starts with them -// WP_DEMP2, // NPC weapon - player can pick this up, but never starts with them -// WP_FLECHETTE, // NPC weapon - player can pick this up, but never starts with them -// WP_ROCKET_LAUNCHER, // NPC weapon - player can pick this up, but never starts with them -// WP_THERMAL, // player and NPC weapon -// WP_TRIP_MINE, // NPC weapon - player can pick this up, but never starts with them -// WP_DET_PACK, // NPC weapon - player can pick this up, but never starts with them -// WP_CONCUSSION, // NPC weapon - player can pick this up, but never starts with them -// -// //extras -// WP_MELEE, // player and NPC weapon - Any old melee attack -// -// //when in atst -// WP_ATST_MAIN, -// WP_ATST_SIDE, -// -// // These can never be gotten directly by the player -// WP_STUN_BATON, // stupid weapon, should remove -// -// //NPC weapons -// WP_BRYAR_PISTOL, // NPC weapon - player can pick this up, but never starts with them -// -// WP_EMPLACED_GUN, -// -// WP_BOT_LASER, // Probe droid - Laser blast -// -// WP_TURRET, // turret guns -// -// WP_TIE_FIGHTER, -// -// WP_RAPID_FIRE_CONC, -// -// WP_JAWA, -// WP_TUSKEN_RIFLE, -// WP_TUSKEN_STAFF, -// WP_SCEPTER, -// WP_NOGHRI_STICK, - - - // Weapon offsets - This is the default for the weapon models // put the weapon id at the end of the cvar name, so the knife is vr_weapon_adjustment_1 // Values are: scale,right,up,forward,pitch,yaw,roll @@ -57,7 +6,7 @@ seta vr_weapon_adjustment_2 "1.0,-3.5,7.4,-12.0,0.0,0.0,0.0" seta vr_weapon_adjustment_3 "1.0,-3.5,7.4,-10.0,0.0,0.0,0.0" seta vr_weapon_adjustment_4 "1.0,-3.5,7.4,-6.0,0.0,0.0,0.0" -seta vr_weapon_adjustment_5 "1.5,-3.5,8.5,-10.0,0.0,0.0,0.0" +seta vr_weapon_adjustment_5 "1.500,-2.747,5.707,-7.827,1.800,0.000,0.000" seta vr_weapon_adjustment_6 "1.0,-3.5,7.0,-8.0,0.0,0.0,0.0" seta vr_weapon_adjustment_7 "1.0,-5.0,7.5,-10.0,0.0,0.0,0.0" seta vr_weapon_adjustment_8 "1.0,-5.0,8.0,-10.0,0.0,0.0,0.0" diff --git a/assets/weapons_vr_jo.cfg b/assets/weapons_vr_jo.cfg index 563cc04..2d493ff 100644 --- a/assets/weapons_vr_jo.cfg +++ b/assets/weapons_vr_jo.cfg @@ -1,52 +1,22 @@ -/////////////////////////////////////////////////////////////////// -// Weapon IDs -// -// WP_KNIFE, // 1 -// -// // German weapons -// WP_LUGER, // 2 -// WP_MP40, // 3 -// WP_MAUSER, // 4 sniper rifle -// WP_FG42, // 5 scoped rifle -// WP_GRENADE_LAUNCHER, // 6 -// WP_PANZERFAUST, // 7 -// WP_VENOM, // 8 -// WP_FLAMETHROWER, // 9 -// WP_TESLA, // 10 -// -// // American equivalents -// WP_COLT, // 11 equivalent american weapon to german luger -// WP_THOMPSON, // 12 equivalent american weapon to german mp40 -// WP_GARAND, // 13 equivalent american weapon to german mauser (snooper scope) -// WP_GRENADE_PINEAPPLE, // 14 -// -// // more weapons -// WP_STEN, // 18 silenced sten sub-machinegun -// WP_SILENCER, // 19 used to be sp5 -// WP_AKIMBO, // 20 dual handguns -// WP_DYNAMITE, // 22 - - - // Weapon offsets - This is the default for the weapon models // put the weapon id at the end of the cvar name, so the knife is vr_weapon_adjustment_1 // Values are: scale,right,up,forward,pitch,yaw,roll seta vr_weapon_adjustment_1 "0.55,-4.89,8.12,-12.36,-28.60,10.80,-199.50" -seta vr_weapon_adjustment_2 "0.43,-8.97,13.22,-21.68,-4.80,-4.50,-0.40" -seta vr_weapon_adjustment_3 "0.63,-8.51,8.99,-10.95,-2.50,0.20,2.70" +seta vr_weapon_adjustment_2 "1.308,-3.976,5.245,-6.544,0.000,0.000,0.000" +seta vr_weapon_adjustment_3 "1.308,-3.976,6.177,-9.694,0.000,0.000,0.000" seta vr_weapon_adjustment_4 "0.44,-8.75,12.50,-2.31,-0.00,-1.80,5.00" seta vr_weapon_adjustment_5 "0.53,-8.59,9.51,-17.38,0.40,1.50,-0.60" seta vr_weapon_adjustment_6 "0.57,-10.07,14.09,-21.36,28.00,30.50,-0.60" seta vr_weapon_adjustment_7 "1.22,-5.65,6.81,-3.40,0.00,0.20,0.70" seta vr_weapon_adjustment_8 "0.67,-9.31,12.49,-7.42,0.50,0.20,0.70" seta vr_weapon_adjustment_9 "0.70,-5.01,6.81,13.25,0.00,0.00,0.00" -seta vr_weapon_adjustment_10 "0.75,-8.45,5.91,-11.39,0.00,0.00,0.00" +seta vr_weapon_adjustment_10 "1.500,-3.600,5.973,-8.640,0.000,0.000,0.000" seta vr_weapon_adjustment_11 "0.44,-9.55,12.79,-23.06,0.30,-1.40,-0.40" seta vr_weapon_adjustment_20 "0.44,-13.55,12.79,-26.06,0.30,-1.40,-0.40" seta vr_weapon_adjustment_12 "0.83,-7.61,10.14,-11.47,-2.60,-0.00,0.80" -seta vr_weapon_adjustment_13 "0.50,-9.48,10.08,0.56,-0.40,-1.80,1.10" +seta vr_weapon_adjustment_13 "1.000,-6.500,9.240,-12.680,15.300,0.000,0.000" seta vr_weapon_adjustment_14 "0.52,-12.87,13.29,-22.09,11.30,26.60,-3.40" seta vr_weapon_adjustment_18 "0.510,-8.235,10.706,-3.922,-5.600,0.400,0.000" seta vr_weapon_adjustment_19 "0.43,-8.97,13.22,-21.68,-4.80,-4.50,-0.40"