diff --git a/Projects/Android/AndroidManifest.xml b/Projects/Android/AndroidManifest.xml index e75cf1f..9c91551 100644 --- a/Projects/Android/AndroidManifest.xml +++ b/Projects/Android/AndroidManifest.xml @@ -1,8 +1,8 @@ + android:versionCode="59" + android:versionName="1.1.7" android:installLocation="auto" > diff --git a/Projects/Android/jni/OpenJK/code/game/wp_concussion.cpp b/Projects/Android/jni/OpenJK/code/game/wp_concussion.cpp index 16f2960..8346cab 100644 --- a/Projects/Android/jni/OpenJK/code/game/wp_concussion.cpp +++ b/Projects/Android/jni/OpenJK/code/game/wp_concussion.cpp @@ -39,17 +39,27 @@ static void WP_FireConcussionAlt( gentity_t *ent ) float dist, shotDist, shotRange = 8192; qboolean hitDodged = qfalse; + vec3_t angs, forward; + if ( BG_UseVRPosition(ent)) + { + BG_CalculateVRWeaponPosition(muzzle, angs); + AngleVectors(angs, forward, NULL, NULL); + } + else { + VectorCopy(forwardVec, forward); + } + if (ent->s.number >= MAX_CLIENTS) { vec3_t angles; - vectoangles(forwardVec, angles); + vectoangles(forward, angles); angles[PITCH] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f angles[YAW] += ( Q_flrand(-1.0f, 1.0f) * (CONC_NPC_SPREAD+(6-ent->NPC->currentAim)*0.25f));//was 0.5f - AngleVectors(angles, forwardVec, vrightVec, up); + AngleVectors(angles, forward, vrightVec, up); } //Shove us backwards for half a second - VectorMA( ent->client->ps.velocity, -200, forwardVec, ent->client->ps.velocity ); + VectorMA( ent->client->ps.velocity, -200, forward, ent->client->ps.velocity ); ent->client->ps.groundEntityNum = ENTITYNUM_NONE; if ( (ent->client->ps.pm_flags&PMF_DUCKED) ) {//hunkered down @@ -100,7 +110,7 @@ static void WP_FireConcussionAlt( 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 @@ -166,16 +176,16 @@ static void WP_FireConcussionAlt( gentity_t *ent ) qboolean noKnockBack = (qboolean)((traceEnt->flags&FL_NO_KNOCKBACK) != 0);//will be set if they die, I want to know if it was on *before* they died 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, MOD_CONC_ALT, hitLoc ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, 10, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc ); break; } - G_Damage( traceEnt, ent, ent, forwardVec, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc ); + G_Damage( traceEnt, ent, ent, forward, tr.endpos, damage, DAMAGE_NO_KNOCKBACK|DAMAGE_NO_HIT_LOC, MOD_CONC_ALT, hitLoc ); //do knockback and knockdown manually if ( traceEnt->client ) {//only if we hit a client vec3_t pushDir; - VectorCopy( forwardVec, pushDir ); + VectorCopy( forward, pushDir ); if ( pushDir[2] < 0.2f ) { pushDir[2] = 0.2f; @@ -242,7 +252,7 @@ static void WP_FireConcussionAlt( gentity_t *ent ) VectorMA( muzzle, dist, dir, spot ); AddSightEvent( ent, spot, 256, AEL_DISCOVERED, 50 ); //FIXME: creates *way* too many effects, make it one effect somehow? - G_PlayEffect( G_EffectIndex( "concussion/alt_ring" ), spot, forwardVec ); + G_PlayEffect( G_EffectIndex( "concussion/alt_ring" ), spot, forward ); } //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 ); diff --git a/Projects/Android/jni/OpenJK/code/qcommon/stv_version.h b/Projects/Android/jni/OpenJK/code/qcommon/stv_version.h index a47da07..a58ff0e 100644 --- a/Projects/Android/jni/OpenJK/code/qcommon/stv_version.h +++ b/Projects/Android/jni/OpenJK/code/qcommon/stv_version.h @@ -23,7 +23,7 @@ along with this program; if not, see . // Current version of the single player game #include "../win32/AutoVersion.h" -#define JKXR_VERSION "1.1.6-ea" +#define JKXR_VERSION "1.1.7-ea" #ifdef _DEBUG #define Q3_VERSION "(debug)OpenJK: v" VERSION_STRING_DOTTED " JKXR: " JKXR_VERSION