mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-25 13:31:03 +00:00
Put force power selector on off-hand
This commit is contained in:
parent
a2669f4873
commit
c30950dca0
7 changed files with 108 additions and 83 deletions
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@ -38,7 +38,7 @@ typedef struct {
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vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
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vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
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float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
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float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
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bool item_selector;
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int item_selector = 0; // 1 - weapons/gadgets/saber stance, 2 - Force powers
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bool pistol; // True if the weapon is a pistol
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bool pistol; // True if the weapon is a pistol
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@ -4,7 +4,7 @@
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#include "VrCommon.h"
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#include "VrCommon.h"
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#define STABILISATION_DISTANCE 0.5
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#define STABILISATION_DISTANCE 0.25
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#define SCOPE_ENGAGE_DISTANCE 0.25
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#define SCOPE_ENGAGE_DISTANCE 0.25
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#define VSTOCK_ENGAGE_DISTANCE 0.25
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#define VSTOCK_ENGAGE_DISTANCE 0.25
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#define BINOCULAR_ENGAGE_DISTANCE 0.25
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#define BINOCULAR_ENGAGE_DISTANCE 0.25
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@ -45,7 +45,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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vr_control_scheme->value == 99; // Always right-handed for weapon calibration
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vr_control_scheme->value == 99; // Always right-handed for weapon calibration
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static bool dominantGripPushed = false;
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static bool dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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static bool canUseBackpack = false;
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static bool canUseBackpack = false;
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static bool canUseQuickSave = false;
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static bool canUseQuickSave = false;
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@ -158,20 +157,28 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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float controllerYawHeading = 0.0f;
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float controllerYawHeading = 0.0f;
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//Turn on weapon stabilisation?
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//Turn on weapon stabilisation?
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bool stabilised = qfalse;
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bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger);
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bool offhandGripPushed = (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger);
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if ( (offhandGripPushed != (pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) &&
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if (offhandGripPushed)
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offhandGripPushed && (distance < STABILISATION_DISTANCE))
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//#ifndef DEBUG
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{
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{
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stabilised = qtrue;
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if (!vr.weapon_stabilised && vr.item_selector == 0)
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}/*
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{
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#else
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if (distance < STABILISATION_DISTANCE) {
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{
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vr.weapon_stabilised = true;
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Cvar_Set("vr_control_scheme", "99");
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} else {
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vr.item_selector = 2;
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}
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}
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}
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}
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#endif
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else if (vr.item_selector == 2)
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*/
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{
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sendButtonActionSimple("itemselectorselect");
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vr.item_selector = 0;
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}
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else
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{
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vr.weapon_stabilised = false;
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}
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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ovrButton_GripTrigger) != 0;
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bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
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bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
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@ -180,22 +187,15 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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domButton2) != 0;
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domButton2) != 0;
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//Do this early so we can suppress other button actions when item selector is up
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//Do this early so we can suppress other button actions when item selector is up
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if (dominantGripPushed) {
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if (vr.item_selector == 0) {
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vr.item_selector = 1;
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}
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}
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else if (vr.item_selector == 1)
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{
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{
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if (dominantGripPushed) {
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sendButtonActionSimple("itemselectorselect");
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if (dominantGripPushTime == 0) {
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vr.item_selector = 0;
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dominantGripPushTime = GetTimeInMilliSeconds();
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}
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vr.item_selector = true;
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}
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else
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{
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dominantGripPushTime = 0;
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if (vr.item_selector)
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{
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sendButtonActionSimple("itemselectorselect");
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vr.item_selector = false;
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}
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}
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}
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}
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@ -255,8 +255,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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}
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}
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}
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}
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vr.weapon_stabilised = stabilised;
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//if (!vr.item_selector)
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//if (!vr.item_selector)
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{
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{
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//Engage scope / virtual stock if conditions are right
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//Engage scope / virtual stock if conditions are right
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@ -444,7 +444,7 @@ typedef struct {
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int weaponAnimation;
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int weaponAnimation;
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int weaponAnimationTime;
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int weaponAnimationTime;
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int itemSelectorType; // 0 - weapons, 1 - force powers, 2 - gadgets, 3 - fighting-style
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int itemSelectorType; // 0 - weapons, 1 - gadgets, 2 - fighting-style, 3 - force powers
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int itemSelectorSelection;
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int itemSelectorSelection;
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int itemSelectorTime;
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int itemSelectorTime;
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vec3_t itemSelectorAngles;
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vec3_t itemSelectorAngles;
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@ -4458,7 +4458,7 @@ void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, in
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return;
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return;
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}
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}
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if (vr->item_selector && !cg.renderingThirdPerson)
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if (vr->item_selector && cent->gent->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
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{
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{
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return;
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return;
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}
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}
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@ -1994,8 +1994,6 @@ wasForceSpeed=isForceSpeed;
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cgi_CM_SnapPVS( cg.refdef.vieworg, cg.snap->areamask );
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cgi_CM_SnapPVS( cg.refdef.vieworg, cg.snap->areamask );
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}
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}
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if (vr->item_selector)
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if (vr->item_selector)
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{
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{
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CG_DrawItemSelector();
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CG_DrawItemSelector();
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@ -2670,7 +2670,7 @@ void CG_ItemSelectorSelect_f( void )
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return;
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return;
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}
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}
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if (cg.itemSelectorType == 0)
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if (cg.itemSelectorType == 0) // weapons
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{
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{
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if (cg.weaponSelect == cg.itemSelectorSelection)
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if (cg.weaponSelect == cg.itemSelectorSelection)
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{
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{
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@ -2680,17 +2680,7 @@ void CG_ItemSelectorSelect_f( void )
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cg.weaponSelectTime = cg.time;
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cg.weaponSelectTime = cg.time;
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cg.weaponSelect = cg.itemSelectorSelection;
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cg.weaponSelect = cg.itemSelectorSelection;
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}
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}
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else if (cg.itemSelectorType == 1)
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else if (cg.itemSelectorType == 1) // gadgets
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{
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if (cg.forcepowerSelect == cg.itemSelectorSelection)
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{
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return;
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}
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cg.forcepowerSelectTime = cg.time;
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cg.forcepowerSelect = cg.itemSelectorSelection;
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}
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else if (cg.itemSelectorType == 2)
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{
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{
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cg.inventorySelectTime = cg.time;
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cg.inventorySelectTime = cg.time;
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cg.inventorySelect = cg.itemSelectorSelection;
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cg.inventorySelect = cg.itemSelectorSelection;
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@ -2701,10 +2691,20 @@ void CG_ItemSelectorSelect_f( void )
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Cmd_UseInventory_f(player);
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Cmd_UseInventory_f(player);
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}
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}
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}
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}
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else //fighting style
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else if (cg.itemSelectorType == 2) //fighting style
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{
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{
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cgi_SendConsoleCommand(va( "setSaberLevel %i\n", cg.itemSelectorSelection + 1));
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cgi_SendConsoleCommand(va( "setSaberLevel %i\n", cg.itemSelectorSelection + 1));
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}
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}
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else // 3 - force powers
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{
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if (cg.forcepowerSelect == cg.itemSelectorSelection)
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{
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return;
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}
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cg.forcepowerSelectTime = cg.time;
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cg.forcepowerSelect = cg.itemSelectorSelection;
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}
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//reset ready for next time
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//reset ready for next time
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cg.itemSelectorSelection = -1;
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cg.itemSelectorSelection = -1;
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@ -2712,18 +2712,28 @@ void CG_ItemSelectorSelect_f( void )
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void CG_ItemSelectorNext_f( void )
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void CG_ItemSelectorNext_f( void )
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{
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{
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if (cg.itemSelectorType == 3)
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{
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return;
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}
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
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int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
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cent->currentState.weapon == WP_SABER) ? 4 : 3;
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cent->currentState.weapon == WP_SABER) ? 3 : 2;
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cg.itemSelectorType = (cg.itemSelectorType+1) % selectors;
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cg.itemSelectorType = (cg.itemSelectorType+1) % selectors;
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cg.itemSelectorTime = cg.time;
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cg.itemSelectorTime = cg.time;
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}
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}
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void CG_ItemSelectorPrev_f( void )
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void CG_ItemSelectorPrev_f( void )
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{
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{
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if (cg.itemSelectorType == 3)
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{
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return;
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}
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
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int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
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cent->currentState.weapon == WP_SABER) ? 4 : 3;
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cent->currentState.weapon == WP_SABER) ? 3 : 2;
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if (--cg.itemSelectorType < 0)
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if (--cg.itemSelectorType < 0)
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cg.itemSelectorType = selectors-1;
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cg.itemSelectorType = selectors-1;
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cg.itemSelectorTime = cg.time;
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cg.itemSelectorTime = cg.time;
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@ -2739,9 +2749,20 @@ void CG_DrawItemSelector( void )
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if (cg.itemSelectorTime == 0)
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if (cg.itemSelectorTime == 0)
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{
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{
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cg.itemSelectorTime = cg.time;
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cg.itemSelectorTime = cg.time;
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VectorCopy(vr->weaponangles, cg.itemSelectorAngles);
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VectorCopy(vr->weaponposition, cg.itemSelectorOrigin);
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if (vr->item_selector == 2)
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VectorCopy(vr->weaponoffset, cg.itemSelectorOffset);
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{
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cg.itemSelectorType = 3;
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VectorCopy(vr->offhandangles, cg.itemSelectorAngles);
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VectorCopy(vr->offhandposition, cg.itemSelectorOrigin);
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VectorCopy(vr->offhandoffset, cg.itemSelectorOffset);
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}
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else {
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cg.itemSelectorType = 0;
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VectorCopy(vr->weaponangles, cg.itemSelectorAngles);
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VectorCopy(vr->weaponposition, cg.itemSelectorOrigin);
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VectorCopy(vr->weaponoffset, cg.itemSelectorOffset);
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}
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}
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}
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float dist = 10.0f;
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float dist = 10.0f;
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@ -2756,8 +2777,16 @@ void CG_DrawItemSelector( void )
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cgi_Cvar_Set("timescale", "0.22");
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cgi_Cvar_Set("timescale", "0.22");
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vec3_t controllerOrigin, controllerAngles, controllerOffset, selectorOrigin;
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vec3_t controllerOrigin, controllerAngles, controllerOffset, selectorOrigin;
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BG_CalculateVRWeaponPosition(controllerOrigin, controllerAngles);
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if (cg.itemSelectorType == 3)
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VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset);
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{
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BG_CalculateVROffHandPosition(controllerOrigin, controllerAngles);
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VectorSubtract(vr->offhandposition, cg.itemSelectorOrigin, controllerOffset);
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}
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else
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{
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BG_CalculateVRWeaponPosition(controllerOrigin, controllerAngles);
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VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset);
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}
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vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
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vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
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cg.itemSelectorAngles[YAW] = vr->hmdorientation[YAW];
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cg.itemSelectorAngles[YAW] = vr->hmdorientation[YAW];
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@ -2805,15 +2834,15 @@ void CG_DrawItemSelector( void )
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case 0: //weapons
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case 0: //weapons
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count = WP_MELEE;
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count = WP_MELEE;
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break;
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break;
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case 1: // force powers
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case 1: //gadgets
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count = MAX_SHOWPOWERS;
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break;
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case 2: //gadgets
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count = INV_GOODIE_KEY;
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count = INV_GOODIE_KEY;
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break;
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break;
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case 3: //fighting style
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case 2: //fighting style
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count = 3;
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count = 3;
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break;
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break;
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case 3: // force powers
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count = MAX_SHOWPOWERS;
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break;
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}
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}
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if (cg.itemSelectorType == 0) // weapons
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if (cg.itemSelectorType == 0) // weapons
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@ -2827,18 +2856,7 @@ void CG_DrawItemSelector( void )
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memset(sprite.shaderRGBA, 0xff, 4);
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memset(sprite.shaderRGBA, 0xff, 4);
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cgi_R_AddRefEntityToScene(&sprite);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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}
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else if (cg.itemSelectorType == 1) // force powers
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else if (cg.itemSelectorType == 2) // fighting style
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{
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refEntity_t sprite;
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memset(&sprite, 0, sizeof(sprite));
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VectorCopy(wheelOrigin, sprite.origin);
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sprite.reType = RT_SPRITE;
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sprite.customShader = force_icons[showPowers[cg.forcepowerSelect]];
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sprite.radius = 1.8f;
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memset(sprite.shaderRGBA, 0xff, 4);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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else if (cg.itemSelectorType == 3) // fighting style
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{
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{
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//For the fighting style show the active one in the middle
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//For the fighting style show the active one in the middle
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int level = cent->gent->client->ps.saberAnimLevel;
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int level = cent->gent->client->ps.saberAnimLevel;
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@ -2865,8 +2883,19 @@ void CG_DrawItemSelector( void )
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cgi_R_AddRefEntityToScene(&sprite);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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}
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}
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}
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else if (cg.itemSelectorType == 3) // force powers
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{
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refEntity_t sprite;
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memset(&sprite, 0, sizeof(sprite));
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VectorCopy(wheelOrigin, sprite.origin);
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sprite.reType = RT_SPRITE;
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sprite.customShader = force_icons[showPowers[cg.forcepowerSelect]];
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sprite.radius = 1.8f;
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memset(sprite.shaderRGBA, 0xff, 4);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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if (cg.itemSelectorType != 2) {
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if (cg.itemSelectorType != 1) {
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for (int s = -1; s < 2; s += 2) {
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for (int s = -1; s < 2; s += 2) {
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refEntity_t sprite;
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refEntity_t sprite;
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memset(&sprite, 0, sizeof(sprite));
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memset(&sprite, 0, sizeof(sprite));
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@ -2920,13 +2949,10 @@ void CG_DrawItemSelector( void )
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case 0: //weapons
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case 0: //weapons
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selectable = CG_WeaponSelectable(itemId, cg.weaponSelect, qfalse) && cg.snap->ps.ammo[weaponData[itemId].ammoIndex];
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selectable = CG_WeaponSelectable(itemId, cg.weaponSelect, qfalse) && cg.snap->ps.ammo[weaponData[itemId].ammoIndex];
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break;
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break;
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case 1: // force powers
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case 1: //gadgets
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selectable = ForcePower_Valid(itemId);
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break;
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case 2: //gadgets
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|
||||||
selectable = CG_InventorySelectable(itemId) && inv_icons[itemId];
|
selectable = CG_InventorySelectable(itemId) && inv_icons[itemId];
|
||||||
break;
|
break;
|
||||||
case 3: //fighting style
|
case 2: //fighting style
|
||||||
{
|
{
|
||||||
if (cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) {
|
if (cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) {
|
||||||
selectable = itemId < cent->gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE];
|
selectable = itemId < cent->gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE];
|
||||||
|
@ -2935,6 +2961,9 @@ void CG_DrawItemSelector( void )
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case 3: // force powers
|
||||||
|
selectable = ForcePower_Valid(itemId);
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (selectable) {
|
if (selectable) {
|
||||||
|
@ -2998,13 +3027,10 @@ void CG_DrawItemSelector( void )
|
||||||
case 0: //weapons
|
case 0: //weapons
|
||||||
sprite.customShader = cg_weapons[itemId].weaponIcon;
|
sprite.customShader = cg_weapons[itemId].weaponIcon;
|
||||||
break;
|
break;
|
||||||
case 1: // force powers
|
case 1: //gadgets
|
||||||
sprite.customShader = force_icons[showPowers[itemId]];
|
|
||||||
break;
|
|
||||||
case 2: //gadgets
|
|
||||||
sprite.customShader = inv_icons[itemId];
|
sprite.customShader = inv_icons[itemId];
|
||||||
break;
|
break;
|
||||||
case 3: //fighting style
|
case 2: //fighting style
|
||||||
switch ( itemId )
|
switch ( itemId )
|
||||||
{
|
{
|
||||||
case 0://FORCE_LEVEL_1:
|
case 0://FORCE_LEVEL_1:
|
||||||
|
@ -3018,6 +3044,9 @@ void CG_DrawItemSelector( void )
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case 3: // force powers
|
||||||
|
sprite.customShader = force_icons[showPowers[itemId]];
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
sprite.radius =
|
sprite.radius =
|
||||||
|
|
Loading…
Reference in a new issue