Better E11 scope aiming

This commit is contained in:
Simon 2023-03-07 22:53:18 +00:00
parent 80f4e9520a
commit e4da52c377

View file

@ -226,25 +226,6 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
} }
} }
//Should we trigger the disruptor scope?
if ((cl.frame.ps.weapon == WP_DISRUPTOR ||
cl.frame.ps.weapon == WP_BLASTER) &&
cl.frame.ps.stats[STAT_HEALTH] > 0)
{
if (vr.weapon_stabilised &&
VectorLength(vr.weaponoffset) < 0.24f &&
vr.cgzoommode == 0) {
sendButtonAction("enterscope", true);
} else if ((VectorLength(vr.weaponoffset) > 0.26f || !vr.weapon_stabilised) &&
(vr.cgzoommode == 2 || vr.cgzoommode == 4)) {
sendButtonActionSimple("exitscope");
}
} else if (vr.cgzoommode == 2 || vr.cgzoommode == 4) {
// In case we were using weapon scope and weapon
// was changed due to out of ammo, exit scope
sendButtonActionSimple("exitscope");
}
if (vr.misc_camera) if (vr.misc_camera)
{ {
if (between(-0.2f, primaryJoystickX, 0.2f)) { if (between(-0.2f, primaryJoystickX, 0.2f)) {
@ -406,6 +387,25 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
} }
} }
//Should we trigger the disruptor scope?
if ((cl.frame.ps.weapon == WP_DISRUPTOR ||
cl.frame.ps.weapon == WP_BLASTER) &&
cl.frame.ps.stats[STAT_HEALTH] > 0)
{
if (vr.weapon_stabilised &&
VectorLength(vr.weaponoffset) < 0.24f &&
vr.cgzoommode == 0) {
sendButtonAction("enterscope", true);
} else if ((VectorLength(vr.weaponoffset) > 0.26f || !vr.weapon_stabilised) &&
(vr.cgzoommode == 2 || vr.cgzoommode == 4)) {
sendButtonActionSimple("exitscope");
}
} else if (vr.cgzoommode == 2 || vr.cgzoommode == 4) {
// In case we were using weapon scope and weapon
// was changed due to out of ammo, exit scope
sendButtonActionSimple("exitscope");
}
vec3_t offhandPositionAverage; vec3_t offhandPositionAverage;
VectorClear(offhandPositionAverage); VectorClear(offhandPositionAverage);
for (int i = 0; i < 5; ++i) for (int i = 0; i < 5; ++i)
@ -423,7 +423,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
} }
float x = offhandPositionAverage[0] - (vr.hmdposition[0] + xy[0]); float x = offhandPositionAverage[0] - (vr.hmdposition[0] + xy[0]);
float y = offhandPositionAverage[1] - (vr.hmdposition[1] - 0.1f); float y = offhandPositionAverage[1] - (vr.hmdposition[1]);
float z = offhandPositionAverage[2] - (vr.hmdposition[2] + xy[1]); float z = offhandPositionAverage[2] - (vr.hmdposition[2] + xy[1]);
float zxDist = length(x, z); float zxDist = length(x, z);
@ -431,6 +431,10 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
VectorSet(vr.weaponangles[ANGLES_ADJUSTED], -RAD2DEG(atanf(y / zxDist)), VectorSet(vr.weaponangles[ANGLES_ADJUSTED], -RAD2DEG(atanf(y / zxDist)),
-RAD2DEG(atan2f(x, -z)), vr.weaponangles[ANGLES_ADJUSTED][ROLL] / -RAD2DEG(atan2f(x, -z)), vr.weaponangles[ANGLES_ADJUSTED][ROLL] /
2.0f); //Dampen roll on stabilised weapon 2.0f); //Dampen roll on stabilised weapon
// shoot from exactly where we are looking from
VectorClear(vr.weaponoffset);
VectorCopy(vr.hmdposition, vr.weaponposition);
} }
} }
else else