mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-21 19:51:33 +00:00
Fix issue with two handed weapons preventing force wheel from showing
This commit is contained in:
parent
c712a5ecff
commit
f5c84bd51d
1 changed files with 27 additions and 20 deletions
|
@ -295,30 +295,37 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
|
||||||
if (offhandGripPushed)
|
if (offhandGripPushed)
|
||||||
{
|
{
|
||||||
if (!vr.weapon_stabilised && vr.item_selector == 0 &&
|
if (!vr.weapon_stabilised && vr.item_selector == 0 &&
|
||||||
!vr.misc_camera && !vr.cgzoommode && vr_two_handed_weapons->integer)
|
!vr.misc_camera && !vr.cgzoommode)
|
||||||
{
|
{
|
||||||
if (distance < STABILISATION_DISTANCE &&
|
if (vr_two_handed_weapons->integer)
|
||||||
cl.frame.ps.weapon == WP_SABER) {
|
{
|
||||||
vr.weapon_stabilised = true;
|
if (distance < STABILISATION_DISTANCE &&
|
||||||
}
|
cl.frame.ps.weapon == WP_SABER)
|
||||||
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;
|
vr.weapon_stabilised = true;
|
||||||
}
|
}
|
||||||
|
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)
|
if (!vr.weapon_stabilised)
|
||||||
|
|
Loading…
Reference in a new issue