Added placeholder hand model

- made sure other force powers originate from off-hand
- switch 1st/3rd person using right stick when using saber
- if goggles equipped, then you can zoom in and out using right stick, and exit with B button
This commit is contained in:
Simon 2022-10-12 22:35:27 +01:00
parent 0c9d6d3e86
commit f73fbfa451
10 changed files with 73 additions and 19 deletions

View file

@ -14,6 +14,7 @@ typedef struct {
int weaponid;
int lastweaponid;
bool mountedgun;
int cgzoommode;
vec3_t hmdposition;
vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!

View file

@ -224,6 +224,31 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
}
}
if (vr.cgzoommode > 1)
{
if (between(-0.2f, primaryJoystickX, 0.2f)) {
sendButtonAction("+attack", between(0.8f, pPrimaryJoystick->y, 1.0f));
sendButtonAction("+altattack", between(-1.0f, pPrimaryJoystick->y, -0.8f));
}
} else if (vr.weaponid == WP_SABER)
{
static bool switched = false;
if (between(-0.2f, primaryJoystickX, 0.2f) &&
(between(0.8f, pPrimaryJoystick->y, 1.0f) ||
between(-1.0f, pPrimaryJoystick->y, -0.8f))) {
if (!switched) {
if (between(0.8f, pPrimaryJoystick->y, 1.0f)) {
sendButtonActionSimple("cg_thirdPerson 1");
} else {
sendButtonActionSimple("cg_thirdPerson 0");
}
switched = true;
}
} else {
switched = false;
}
}
vr.weapon_stabilised = stabilised;
//if (!vr.item_selector)
@ -244,13 +269,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
}
}
//ALOGV("**GB WEAPON ACTIVE** %i",vr.weaponid);
if (!scopeready && vr.weaponid >= 15 && vr.weaponid <= 17) {
lastScopeReady = false;
ALOGV("**WEAPON EVENT** disable scope mode forced");
sendButtonActionSimple("weapalt");
}
//Engage scope / virtual stock (iron sight lock) if conditions are right
static bool scopeEngaged = qfalse;
if (scopeEngaged != vr.scopeengaged) {
@ -468,14 +486,14 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
// Uncomment to debug offhand reaching
ALOGV("Quick Save> Dist: %f | OffHandToDownAngle: %f | HandOffs: %f %f %f\nHmdHandDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, HnadAngleOk: %i, HmdHandDotOk: %i",
/* ALOGV("Quick Save> Dist: %f | OffHandToDownAngle: %f | HandOffs: %f %f %f\nHmdHandDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, HnadAngleOk: %i, HmdHandDotOk: %i",
distanceToHMDOff, offhandToDownAngle, vr.offhandoffset[0],
vr.offhandoffset[1], vr.offhandoffset[2],
hmdToOffhandDotProduct, hmdForwardXY[0], hmdForwardXY[1], offhandForwardXY[0],
offhandForwardXY[1],
bpTrackOk, bpOffhandDistToHMDOk, bpOffhandHeightOk, bpOffhandAngleOk,
bpHmdToOffhandAngleOk);
*/
// Check quicksave
if (canUseQuickSave) {
@ -529,8 +547,14 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
//Alt Fire (B Button)
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2)) {
if (vr.cgzoommode > 0)
{
sendButtonActionSimple("invuse");
}
else {
sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2));
}
}
static bool firing = false;

View file

@ -26,6 +26,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
#include "cg_local.h"
#include "cg_media.h" //just for cgs....
#include <JKVR/VrClientInfo.h>
void CG_TargetCommand_f( void );
extern qboolean player_locked;
@ -140,6 +141,8 @@ void CG_ToggleBinoculars( void )
cg.zoomTime = cg.time;
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
}
vr->cgzoommode = cg.zoomMode;
}
void CG_ToggleLAGoggles( void )
@ -182,6 +185,8 @@ void CG_ToggleLAGoggles( void )
cg.zoomTime = cg.time;
cgi_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.zoomEnd );
}
vr->cgzoommode = cg.zoomMode;
}
void CG_LoadHud_f( void)

View file

@ -2032,7 +2032,7 @@ wasForceSpeed=isForceSpeed;
}
handEnt.renderfx = RF_DEPTHHACK;
handEnt.hModel = cgi_R_RegisterModel( "models/weapons2/thermal/thermal_hand.md3" );
handEnt.hModel = cgi_R_RegisterModel( "models/hands/left_hand_relaxed.md3" );
VectorCopy(handEnt.origin, handEnt.oldorigin);
AnglesToAxis(handEnt.angles, handEnt.axis);
cgi_R_AddRefEntityToScene(&handEnt);

View file

@ -2804,6 +2804,7 @@ void CG_DrawItemSelector( void )
break;
}
#ifdef _DEMO
if (itemId == WP_SABER ||
itemId == WP_BRYAR_PISTOL ||
itemId == WP_BLASTER ||
@ -2814,6 +2815,9 @@ void CG_DrawItemSelector( void )
} else {
continue;
}
#else
CG_RegisterWeapon(itemId);
#endif
}
{

View file

@ -890,7 +890,7 @@ void FinishSpawningItem( gentity_t *ent ) {
{
gi.Printf (S_COLOR_RED"FinishSpawningItem: removing %s startsolid at %s (in a %s)\n", ent->classname, vtos(ent->s.origin) );
}
assert( 0 && "item starting in solid");
//assert( 0 && "item starting in solid");
#ifndef FINAL_BUILD
if (!g_entities[ENTITYNUM_WORLD].s.radius){ //not a region
delayedShutDown = level.time + 100;

View file

@ -6741,7 +6741,17 @@ void ForceTelepathy( gentity_t *self )
return;
}
vec3_t origin, angles;
if (self->client->ps.clientNum == 0)
{
BG_CalculateVROffHandPosition(origin, angles);
AngleVectors(angles, forward, NULL, NULL);
}
else
{
AngleVectors(self->client->ps.viewangles, forward, NULL, NULL);
VectorCopy(self->client->ps.viewangles, angles);
}
VectorNormalize( forward );
VectorMA( self->client->renderInfo.eyePoint, 2048, forward, end );
@ -6954,20 +6964,21 @@ void ForceGrip( gentity_t *self )
self->client->ps.weaponTime = floor( self->client->ps.weaponTime * g_timescale->value );
}
vec3_t origin, angles;
if (self->client->ps.clientNum == 0)
{
vec3_t origin, angles;
BG_CalculateVROffHandPosition(origin, angles);
AngleVectors(angles, forward, NULL, NULL);
}
else
{
AngleVectors(self->client->ps.viewangles, forward, NULL, NULL);
VectorCopy(self->client->ps.viewangles, angles);
}
VectorNormalize( forward );
VectorMA( self->client->renderInfo.handLPoint, FORCE_GRIP_DIST, forward, end );
if ( self->enemy && (self->s.number || InFront( self->enemy->currentOrigin, self->client->renderInfo.eyePoint, self->client->ps.viewangles, 0.2f ) ) )
if ( self->enemy && (self->s.number || InFront( self->enemy->currentOrigin, self->client->renderInfo.eyePoint, angles, 0.2f ) ) )
{//NPCs can always lift enemy since we assume they're looking at them, players need to be facing the enemy
if ( gi.inPVS( self->enemy->currentOrigin, self->client->renderInfo.eyePoint ) )
{//must be in PVS
@ -8131,7 +8142,16 @@ static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd
NPC_SetAnim( self, SETANIM_TORSO, BOTH_FORCEGRIP_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
}
//get their org
if (self->client->ps.clientNum == 0)
{
vec3_t origin;
BG_CalculateVROffHandPosition(origin, angles);
}
else
{
VectorCopy( self->client->ps.viewangles, angles );
}
angles[0] -= 10;
AngleVectors( angles, dir, NULL, NULL );
if ( gripEnt->client )
@ -8146,7 +8166,7 @@ static void WP_ForcePowerRun( gentity_t *self, forcePowers_t forcePower, usercmd
//how far are they
dist = Distance( self->client->renderInfo.handLPoint, gripEntOrg );
if ( self->client->ps.forcePowerLevel[FP_GRIP] == FORCE_LEVEL_2 &&
(!InFront( gripEntOrg, self->client->renderInfo.handLPoint, self->client->ps.viewangles, 0.3f ) ||
(!InFront( gripEntOrg, self->client->renderInfo.handLPoint, angles, 0.3f ) ||
DistanceSquared( gripEntOrg, self->client->renderInfo.handLPoint ) > FORCE_GRIP_DIST_SQUARED))
{//must face them
WP_ForcePowerStop( self, FP_GRIP );

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assets/z_vr_assets.pk3 Normal file

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@ -189,8 +189,8 @@ import static android.system.Os.setenv;
copy_asset("/sdcard/JKQuest/Demo/base", "UltimateSounds_JK2.pk3", false);
copy_asset("/sdcard/JKQuest/Demo/base", "z_bryar_ashura.pk3", false);
//Bummser's NPC tweaks
copy_asset("/sdcard/JKQuest/Demo/base", "z_npc_vr.pk3", false);
//Our assets
copy_asset("/sdcard/JKQuest/JK2/base", "z_vr_assets.pk3", true);
commandLineParams = "jo";