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Prevent random weapon position being stuck
pretty sure it is an uninit variable (vr.saberBlockDebounce)
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3 changed files with 7 additions and 8 deletions
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@ -805,7 +805,9 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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//process force motion controls here
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if (vr_force_motion_controlled->integer &&
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!vr.weapon_stabilised)
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!vr.weapon_stabilised &&
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// If dual sabers we can't really use motion control force as the off hand could be swinging for an attack
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!vr.dualsabers)
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{
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if (vr.secondaryswingvelocity > vr_force_velocity_trigger->value)
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{
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@ -1934,6 +1934,10 @@ static void CG_GameStateReceived( void ) {
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CG_Init_CG();
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cg.weaponSelect = WP_NONE;
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cg.forcepowerSelect = FP_HEAL;
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//reset some of the vr stuff here as we know we are starting afresh
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vr->saberBlockDebounce = 0;
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vr->crouched = false;
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}
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memset( cg_weapons, 0, sizeof(cg_weapons) );
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@ -4668,13 +4668,6 @@ Ghoul2 Insert End
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//Changing
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saber_colors_t saberColor = client->ps.saberColor;
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if (cg_debugSaberCombat.integer)
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{
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if (vr->saberBlockDebounce > cg.time)
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{
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saberColor = SABER_RED;
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}
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}
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#define SABER_TRAIL_TIME 60.0f
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