Prevent random weapon position being stuck

pretty sure it is an uninit variable (vr.saberBlockDebounce)
This commit is contained in:
Simon 2023-03-11 15:39:22 +00:00
parent 2eafff44ee
commit c8fa750c6e
3 changed files with 7 additions and 8 deletions

View file

@ -805,7 +805,9 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
//process force motion controls here
if (vr_force_motion_controlled->integer &&
!vr.weapon_stabilised)
!vr.weapon_stabilised &&
// If dual sabers we can't really use motion control force as the off hand could be swinging for an attack
!vr.dualsabers)
{
if (vr.secondaryswingvelocity > vr_force_velocity_trigger->value)
{

View file

@ -1934,6 +1934,10 @@ static void CG_GameStateReceived( void ) {
CG_Init_CG();
cg.weaponSelect = WP_NONE;
cg.forcepowerSelect = FP_HEAL;
//reset some of the vr stuff here as we know we are starting afresh
vr->saberBlockDebounce = 0;
vr->crouched = false;
}
memset( cg_weapons, 0, sizeof(cg_weapons) );

View file

@ -4668,13 +4668,6 @@ Ghoul2 Insert End
//Changing
saber_colors_t saberColor = client->ps.saberColor;
if (cg_debugSaberCombat.integer)
{
if (vr->saberBlockDebounce > cg.time)
{
saberColor = SABER_RED;
}
}
#define SABER_TRAIL_TIME 60.0f