Improved weapon offhand grab logic

This commit is contained in:
Simon 2023-12-09 10:37:22 +00:00
parent 0c6d44f655
commit e6542f1d0f

View file

@ -295,13 +295,34 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
if (offhandGripPushed)
{
if (!vr.weapon_stabilised && vr.item_selector == 0 &&
!vr.misc_camera && !vr.cgzoommode)
!vr.misc_camera && !vr.cgzoommode && vr_two_handed_weapons->integer)
{
if (distance < STABILISATION_DISTANCE &&
vr_two_handed_weapons->integer &&
cl.frame.ps.weapon >= WP_SABER) {
cl.frame.ps.weapon == WP_SABER) {
vr.weapon_stabilised = true;
} else {
}
else {
vec3_t dir, weaponposition, offhandposition;
VectorSet(weaponposition, pWeapon->Pose.position.z, pWeapon->Pose.position.x, pWeapon->Pose.position.y);
VectorSet(offhandposition, pOff->Pose.position.z, pOff->Pose.position.x, pOff->Pose.position.y);
VectorSubtract(weaponposition, offhandposition, dir);
VectorNormalize(dir);
vec3_t weaponangles, weaponForward, rotation = { 0 };
rotation[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pWeapon->Pose.orientation, rotation, weaponangles);
AngleVectors(weaponangles, weaponForward, NULL, NULL);
VectorNormalize(weaponForward);
if (cl.frame.ps.weapon > WP_SABER &&
DotProduct(weaponForward, dir) > 0.8f)
{
vr.weapon_stabilised = true;
}
}
if (!vr.weapon_stabilised)
{
vr.item_selector = 2;
}
}