Fix issue with two handed weapons preventing force wheel from showing

This commit is contained in:
Simon 2023-12-12 22:29:00 +00:00
parent c712a5ecff
commit f5c84bd51d

View file

@ -295,30 +295,37 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
if (offhandGripPushed)
{
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 &&
cl.frame.ps.weapon == WP_SABER) {
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)
if (vr_two_handed_weapons->integer)
{
if (distance < STABILISATION_DISTANCE &&
cl.frame.ps.weapon == WP_SABER)
{
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)