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Prevent gesture use skipping cutscenes or exiting security cameras
also don't allow weapon firing whilst showing item selector
This commit is contained in:
parent
5781390a92
commit
cd9026c927
2 changed files with 11 additions and 6 deletions
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@ -660,9 +660,8 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack",
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firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) &&
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(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
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!vr.item_selector;
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firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
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sendButtonAction("+attack", firing);
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sendButtonAction("+attack", firing);
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}
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}
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@ -858,7 +857,9 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
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float threshhold = vr_gesture_triggered_use_threshold->value;
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float threshhold = vr_gesture_triggered_use_threshold->value;
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// Hand must be extended and at least on waist level
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// Hand must be extended and at least on waist level
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// Com_Printf("DISTANCE: %.2f ; HEIGHT: %.2f\n", absoluteDistanceToHMD, verticalDistanceToHMD);
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// Com_Printf("DISTANCE: %.2f ; HEIGHT: %.2f\n", absoluteDistanceToHMD, verticalDistanceToHMD);
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if (!vr.weapon_stabilised && absoluteDistanceToHMD > threshhold && verticalDistanceToHMD > -threshhold) {
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bool gestureUseAllowed = !vr.weapon_stabilised && !vr.cin_camera && !vr.misc_camera &&
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!vr.remote_turret;
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if (gestureUseAllowed && absoluteDistanceToHMD > threshhold && verticalDistanceToHMD > -threshhold) {
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if (!vr.useGestureActive) {
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if (!vr.useGestureActive) {
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vr.useGestureActive = true;
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vr.useGestureActive = true;
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sendButtonAction("+use", true);
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sendButtonAction("+use", true);
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@ -2782,8 +2782,10 @@ void CG_ItemSelectorNext_f( void )
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}
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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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//Only show the stance selection if using saber and in third person
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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) ? 3 : 2;
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cent->currentState.weapon == WP_SABER && cg_thirdPerson.integer) ? 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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@ -2796,8 +2798,10 @@ void CG_ItemSelectorPrev_f( void )
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}
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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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//Only show the stance selection if using saber and in third person
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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) ? 3 : 2;
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cent->currentState.weapon == WP_SABER && cg_thirdPerson.integer) ? 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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