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Make controlling a vehicle (AT-ST) work a lot better - uses 1st person view
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commit
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8 changed files with 25 additions and 14 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.jkquest"
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android:versionCode="34"
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android:versionName="0.5.3" android:installLocation="auto" >
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android:versionCode="35"
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android:versionName="0.5.4" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030002" android:required="true"/>
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@ -1,7 +1,3 @@
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# MAKEFILE_LIST specifies the current used Makefiles, of which this is the last
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# one. I use that to obtain the Application.mk dir then import the root
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# Application.mk.
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APP_PLATFORM := android-24
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APP_CFLAGS += -Wl,--no-undefined
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@ -11,6 +11,7 @@ typedef struct {
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bool emplaced_gun; // controlling an emplaced gun
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bool remote_droid; // controlling a remote droid
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bool remote_npc; // controlling a remote NPC (will also be true when controlling a droid)
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bool in_vehicle; // controlling a vehicle
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vec3_t remote_angles; // The view angles of the remote thing we are controlling
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float remote_snapTurn; // how much turn has been applied to the yaw by joystick for a remote controlled entity
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int remote_cooldown;
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@ -793,7 +793,8 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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}
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//process force motion controls here
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if (vr_force_motion_controlled->integer)
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if (vr_force_motion_controlled->integer &&
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!vr.weapon_stabilised)
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{
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if (vr.secondaryswingvelocity > vr_force_velocity_trigger->value)
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{
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@ -839,7 +840,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
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distanceToBody = sqrt(vr.weaponoffset[0]*vr.weaponoffset[0] + vr.weaponoffset[2]*vr.weaponoffset[2]);
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}
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bool gestureUseAllowed = !vr.weapon_stabilised && !vr.cin_camera && !vr.misc_camera && !vr.remote_turret && !vr.emplaced_gun;
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bool gestureUseAllowed = !vr.weapon_stabilised && !vr.cin_camera && !vr.misc_camera && !vr.remote_turret && !vr.emplaced_gun && !vr.in_vehicle;
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if (gestureUseAllowed && distanceToBody > vr_use_gesture_boundary->value) {
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if (!vr.useGestureActive) {
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vr.useGestureActive = true;
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@ -1877,7 +1877,7 @@ static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
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return;
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}
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if ( cg.renderingThirdPerson || in_camera) {
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if ( in_camera ) {
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return;
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}
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@ -2932,7 +2932,9 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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CG_Error( "CG_DrawActive: Undefined stereoView" );
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}
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//Only vehicle in JK2 is the AT-ST
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vr->in_vehicle = (g_entities[0].client &&
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g_entities[0].client->NPC_class == CLASS_ATST);
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vr->remote_npc = !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname );
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vr->remote_droid = false;
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vr->remote_turret = false;
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@ -5064,9 +5064,12 @@ Ghoul2 Insert Start
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// add a water splash if partially in and out of water
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CG_PlayerSplash( cent );
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bool playerInATST = (g_entities[0].client &&
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g_entities[0].client->NPC_class == CLASS_ATST);
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// get the player model information
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ent.renderfx = 0;
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if ( !cg.renderingThirdPerson || cg.zoomMode )
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if ( !playerInATST && (!cg.renderingThirdPerson || cg.zoomMode ))
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{//in first person or zoomed in
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if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)
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{//no viewentity
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@ -1926,9 +1926,11 @@ wasForceSpeed=isForceSpeed;
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// decide on third person view
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cg.renderingThirdPerson = (qboolean)(
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cg_thirdPerson.integer ||
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(cg.snap->ps.stats[STAT_HEALTH] <= 0) ||
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(g_entities[0].client &&
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g_entities[0].client->NPC_class == CLASS_ATST));
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(cg.snap->ps.stats[STAT_HEALTH] <= 0));
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//Using the AT-ST in 3rd person is a mess, just use 1st person
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// ||
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//(g_entities[0].client &&
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// g_entities[0].client->NPC_class == CLASS_ATST));
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vr->third_person = cg.renderingThirdPerson;
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@ -2814,6 +2814,12 @@ qboolean ForcePower_Valid(int index);
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void CG_DrawItemSelector( void )
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{
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if (cg.predicted_player_state.stats[STAT_HEALTH] <= 0 ||
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(g_entities[0].client && g_entities[0].client->NPC_class != CLASS_KYLE))
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{
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return;
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}
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if (cg.itemSelectorTime == 0)
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{
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cg.itemSelectorTime = cg.time;
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