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https://github.com/DrBeef/JKXR.git
synced 2024-11-21 19:51:33 +00:00
Various changes
- Force Speed FOV changes - Fix skybox - Scoped weapons
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parent
3930f6d514
commit
f16e6b2e7e
6 changed files with 43 additions and 20 deletions
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@ -4369,6 +4369,8 @@ static void CG_Draw2D( void )
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CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
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cgi_R_Font_DrawString(tempX, tempY, text, colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, FONT_SCALE);
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}
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cg.drawingHUD = CG_HUD_NORMAL;
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}
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/*
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@ -4520,6 +4522,8 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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VectorNormalize( vright_n );
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VectorNormalize( vup_n );
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vr->cgzoommode = cg.zoomMode;
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switch ( stereoView ) {
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case STEREO_CENTER:
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separation = 0;
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@ -338,6 +338,8 @@ vmCvar_t fx_debug;
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vmCvar_t cg_missionInfoFlashTime;
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vmCvar_t cg_hudFiles;
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vmCvar_t cg_forceSpeedFOVAdjust;
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vmCvar_t cg_neverHearThatDumbBeepingSoundAgain;
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vmCvar_t vr_weapon_adjustment_1;
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@ -489,6 +491,8 @@ static cvarTable_t cvarTable[] = {
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{ &cg_missionInfoFlashTime, "cg_missionInfoFlashTime", "10000", 0 },
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{ &cg_hudFiles, "cg_hudFiles", "ui/jahud.txt", CVAR_ARCHIVE},
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{ &cg_forceSpeedFOVAdjust, "cg_forceSpeedFOVAdjust", "1", CVAR_ARCHIVE},
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//Default Weapon adjustments - these WILL be overridden
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// scale,right,up,forward,pitch,yaw,roll
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{ &vr_weapon_adjustment_1, "vr_weapon_adjustment_1", "0.62,-9.8,11.3,-16.1,0.0,0.0,0.0", CVAR_ARCHIVE},
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@ -1325,24 +1325,32 @@ qboolean CG_CalcFOVFromX( float fov_x )
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return (inwater);
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}
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float CG_ForceSpeedFOV( void )
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float CG_ForceSpeedFOV( float infov )
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{
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if (!cg_forceSpeedFOVAdjust.integer)
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{
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return infov;
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}
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gentity_t *player = &g_entities[0];
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float fov;
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float timeLeft = player->client->ps.forcePowerDuration[FP_SPEED] - cg.time;
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float length = FORCE_SPEED_DURATION*forceSpeedValue[player->client->ps.forcePowerLevel[FP_SPEED]];
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float amt = forceSpeedFOVMod[player->client->ps.forcePowerLevel[FP_SPEED]];
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if ( timeLeft < 500 )
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if ( timeLeft < 200 )
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{//start going back
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fov = cg_fov.value + (timeLeft)/500*amt;
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fov = infov + sinf(DEG2RAD((timeLeft/400)*180))*amt;
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}
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else if ( length - timeLeft < 1000 )
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else if ( length - timeLeft < 300 )
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{//start zooming in
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fov = cg_fov.value + (length - timeLeft)/1000*amt;
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fov = infov + sinf(DEG2RAD(((length - timeLeft)/600)*180))*amt;
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}
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else
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{//stay at this FOV
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fov = cg_fov.value+amt;
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fov = infov;//+amt;
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}
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cg.refdef.override_fov = true;
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return fov;
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}
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/*
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@ -1390,13 +1398,13 @@ static qboolean CG_CalcFov( void ) {
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else
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{
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//fov_x = 120;//FIXME: read from the NPC's fov stats?
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fov_x = vr ? vr->fov_x : 90.0f;
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fov_x = vr ? vr->fov_x : cg_fov.value;
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}
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}
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}
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else if ( (!cg.zoomMode || cg.zoomMode > 2) && (cg.snap->ps.forcePowersActive&(1<<FP_SPEED)) && player->client->ps.forcePowerDuration[FP_SPEED] )//cg.renderingThirdPerson &&
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{
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fov_x = CG_ForceSpeedFOV();
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fov_x = CG_ForceSpeedFOV(vr ? vr->fov_x : cg_fov.value);
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//fov_x = vr ? vr->fov : 90.0f;
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} else {
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/*
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@ -1415,10 +1423,10 @@ static qboolean CG_CalcFov( void ) {
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fov_x = 160;
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}*/
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fov_x = vr ? vr->fov_x : 90.0f;
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fov_x = vr ? vr->fov_x : cg_fov.value;
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// Disable zooming when in third person
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if ( cg.zoomMode && cg.zoomMode < 3 )//&& !cg.renderingThirdPerson ) // light amp goggles do none of the zoom silliness
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if (( cg.zoomMode && cg.zoomMode < 3 ) || cg.zoomMode == 4)//&& !cg.renderingThirdPerson ) // light amp goggles do none of the zoom silliness
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{
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if ( !cg.zoomLocked )
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{
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@ -1430,7 +1438,7 @@ static qboolean CG_CalcFov( void ) {
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else
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{
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// disruptor zooming in faster
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cg_zoomFov -= cg.frametime * 0.075f;
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cg_zoomFov += vr->cgzoomdir * cg.frametime * 0.075f;
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}
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// Clamp zoomFov
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@ -1931,6 +1939,11 @@ static void CG_DrawSkyBoxPortal(void)
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cg.refdef.fov_x = fov_x;
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cg.refdef.fov_y = fov_y;
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*/
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//Don't need any special adjustment for the sky box afaik
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VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
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AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
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//inherit fov and axis from whatever the player is doing (regular, camera overrides or zoomed, whatever)
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if ( !cg.hyperspace )
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{
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@ -1945,9 +1958,6 @@ static void CG_DrawSkyBoxPortal(void)
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cgi_CM_SnapPVS( cg.refdef.vieworg, cg.refdef.areamask ); //fill in my areamask for this view origin
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//Don't need any special adjustment for the sky box afaik
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VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
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// draw the skybox
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cgi_R_RenderScene( &cg.refdef );
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@ -2125,6 +2135,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
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);
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vr->third_person = cg.renderingThirdPerson;
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vr->dualsabers = player->client->ps.dualSabers;
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if ( cg.zoomMode )
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{
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@ -1053,7 +1053,7 @@ Add the weapon, and flash for the player's view
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==============
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*/
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extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
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extern float CG_ForceSpeedFOV( void );
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extern float CG_ForceSpeedFOV( float infov );
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void CG_AddViewWeapon( playerState_t *ps )
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{
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@ -1150,7 +1150,7 @@ void CG_AddViewWeapon( playerState_t *ps )
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float actualFOV;
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if ( (cg.snap->ps.forcePowersActive&(1<<FP_SPEED)) && player->client->ps.forcePowerDuration[FP_SPEED] )//cg.renderingThirdPerson &&
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{
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actualFOV = CG_ForceSpeedFOV();
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actualFOV = CG_ForceSpeedFOV(cg_fov.value);
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}
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else
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{
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@ -714,7 +714,7 @@ void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
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float getHMDYawForCalc()
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{
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if (!vr->third_person) {
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if (!vr->third_person && vr->cgzoommode != 2 && vr->cgzoommode != 4 ) {
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return vr->hmdorientation[YAW];
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}
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return 0.0f;
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@ -27,6 +27,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
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#include "w_local.h"
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#include "bg_local.h"
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#include <JKXR/VrClientInfo.h>
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//---------------
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@ -153,9 +154,12 @@ void WP_FireBlaster( gentity_t *ent, qboolean alt_fire )
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}
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else
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{
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// add some slop to the main-fire direction
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angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BLASTER_MAIN_SPREAD;
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angs[YAW] += Q_flrand(-1.0f, 1.0f) * BLASTER_MAIN_SPREAD;
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if (vr->cgzoommode != 4)
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{ // much more accurate if using the scope
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// add some slop to the main-fire direction
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angs[PITCH] += Q_flrand(-1.0f, 1.0f) * BLASTER_MAIN_SPREAD;
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angs[YAW] += Q_flrand(-1.0f, 1.0f) * BLASTER_MAIN_SPREAD;
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}
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}
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}
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}
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