#if !defined(vr_client_info_h) #define vr_client_info_h #define NUM_WEAPON_SAMPLES 10 #define ANGLES_DEFAULT 0 #define ANGLES_ADJUSTED 1 #define ANGLES_SABER 2 #define ANGLES_COUNT 3 #define USE_GESTURE_OFF_HAND 1 #define USE_GESTURE_WEAPON_HAND 2 #define USE_HAPTIC_FEEDBACK_DELAY 500 typedef struct { bool loaded; float scale; vec3_t angles; vec3_t offset; } vr_weapon_adjustment_t; typedef struct { bool cin_camera; // cinematic camera taken over bool misc_camera; // looking through a misc camera view entity bool remote_turret; // controlling a remote turret bool emplaced_gun; // controlling an emplaced gun bool remote_droid; // controlling a remote droid bool remote_npc; // controlling a remote NPC (will also be true when controlling a droid) bool in_vehicle; // controlling a vehicle int vehicle_type; vec3_t remote_angles; // The view angles of the remote thing we are controlling float remote_snapTurn; // how much turn has been applied to the yaw by joystick for a remote controlled entity int remote_cooldown; bool using_screen_layer; bool third_person; float fov_x; float fov_y; float tempWeaponVelocity; bool immersive_cinematics; bool weapon_stabilised; bool right_handed; bool menu_right_handed; bool player_moving; int move_speed; // 0 (default) = Comfortable (75%) , 1 = Full (100%), 2 = Walk (50%) bool crouched; bool dualsabers; // JKA only - is player dual sabers active int cgzoommode; int cgzoomdir; int saberBlockDebounce; // Amount of time after player is blocked that the saber position is fixed short saberBounceMove; int forceid; vec3_t hmdposition; vec3_t hmdposition_last; // Don't use this, it is just for calculating delta! vec3_t hmdposition_delta; // delta since last frame vec3_t hmdposition_snap; // The position the HMD was in last time the menu was up (snapshot position) vec3_t hmdposition_offset; // offset from the position the HMD was in last time the menu was up bool take_snap; vec3_t hmdorientation; vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta! vec3_t hmdorientation_delta; vec3_t hmdorientation_snap; vec3_t hmdorientation_first; // only updated when in first person vec3_t clientviewangles; //orientation in the client - we use this in the cgame float snapTurn; // how much turn has been applied to the yaw by joystick float clientview_yaw_last; // Don't use this, it is just for calculating delta! float clientview_yaw_delta; vec3_t weaponangles[ANGLES_COUNT]; vec3_t weaponangles_last[ANGLES_COUNT]; // Don't use this, it is just for calculating delta! vec3_t weaponangles_delta[ANGLES_COUNT]; vec3_t weaponangles_first[ANGLES_COUNT]; // only updated when in first person vec3_t weaponposition; vec3_t weaponoffset; float weaponoffset_timestamp; vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES]; float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES]; vr_weapon_adjustment_t weaponadjustment[32]; char weaponadjustment_info[256]; // debug message for weapon alignment int item_selector; // 1 - weapons/gadgets/saber stance, 2 - Force powers bool velocitytriggered; bool velocitytriggeractive; float primaryswingvelocity; bool primaryVelocityTriggeredAttack; float secondaryswingvelocity; bool secondaryVelocityTriggeredAttack; vec3_t secondaryVelocityTriggerLocation; vec3_t offhandangles[ANGLES_COUNT]; vec3_t offhandangles_last[ANGLES_COUNT]; // Don't use this, it is just for calculating delta! vec3_t offhandangles_delta[ANGLES_COUNT]; vec3_t offhandangles_saber[ANGLES_COUNT]; vec3_t offhandposition[5]; // store last 5 vec3_t offhandoffset; float maxHeight; float curHeight; int useGestureState; int useHapticFeedbackTime[2]; } vr_client_info_t; #ifndef JKXR_CLIENT extern vr_client_info_t *vr; #endif #endif //vr_client_info_h