jkxr/Projects/Android/jni/OpenJK/codeJK2/game/bg_misc.cpp
Simon 52061d9040 Big improvement to disruptor
better handling for NPC controlling (though it still doesn't feel very good)
2022-11-21 21:56:59 +00:00

744 lines
20 KiB
C++

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#define GAME_INCLUDE
#include "../cgame/cg_local.h"
#include "g_local.h"
#include "bg_public.h"
#include "g_items.h"
#include <JKVR/VrClientInfo.h>
extern weaponData_t weaponData[WP_NUM_WEAPONS];
extern ammoData_t ammoData[AMMO_MAX];
#define PICKUPSOUND "sound/weapons/w_pkup.wav"
/*QUAKED weapon_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION for weapons, ammo, and item pickups.
The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
The STARFLEET flag allows only starfleets to pick it up.
The MONSTER flag allows only NON-starfleets to pick it up.
If an item is the target of another entity, it will spawn as normal, use INVISIBLE to hide it.
An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
"random" random number of plus or minus seconds varied from the respawn time
"count" override quantity or duration on most items.
*/
/*QUAKED weapon_stun_baton (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_saber (.3 .3 1) (-16 -16 -8) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_bryar_pistol (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_blaster (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_disruptor (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_bowcaster (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_repeater (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_demp2 (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_flechette (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_rocket_launcher (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_thermal (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_trip_mine (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED weapon_det_pack (.3 .3 1) (-16 -16 -2) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED item_seeker (.3 .3 1) (-8 -8 -4) (8 8 16) suspended
30 seconds of seeker drone
*/
/*QUAKED item_shield (.3 .3 1) (-8 -8 0) (8 8 16) suspended
Personal shield
*/
/*QUAKED item_bacta (.3 .3 1) (-8 -8 0) (8 8 16) suspended
*/
/*QUAKED item_datapad (.3 .3 1) (-8 -8 0) (8 8 16) suspended
*/
/*QUAKED item_binoculars (.3 .3 1) (-8 -8 0) (8 8 16) suspended
*/
/*QUAKED item_sentry_gun (.3 .3 1) (-8 -8 0) (8 8 16) suspended
*/
/*QUAKED item_la_goggles (.3 .3 1) (-8 -8 0) (8 8 16) suspended
*/
/*QUAKED ammo_force (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
Ammo for the force.
*/
/*QUAKED ammo_blaster (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
Ammo for the Bryar and Blaster pistols.
*/
/*QUAKED ammo_powercell (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic Pulse (demp2 ) guns
*/
/*QUAKED ammo_metallic_bolts (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
Ammo for Imperial Heavy Repeater and the Golan Arms Flechette
*/
/*QUAKED ammo_rockets (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
Ammo for Merr-Sonn portable missile launcher
*/
/*QUAKED ammo_thermal (.3 .5 1) (-16 -16 -0) (16 16 16) SUSPEND STARFLEET MONSTER NOTSOLID
Belt of thermal detonators
*/
/*QUAKED ammo_tripmine (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
3 pack of tripmines
*/
/*QUAKED ammo_detpack (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
3 pack of detpacks
*/
/*QUAKED item_medpak_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED item_shield_sm_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED item_shield_lrg_instant (.3 .3 1) (-8 -8 -4) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID VERTICAL INVISIBLE
*/
/*QUAKED item_goodie_key (.3 .3 1) (-8 -8 0) (8 8 16) suspended
*/
/*QUAKED item_security_key (.3 .3 1) (-8 -8 0) (8 8 16) suspended
message - used to differentiate one key from another.
*/
/*QUAKED item_battery (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
battery pickup item
*/
/*QUAKED holocron_force_heal (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force heal pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
/*QUAKED holocron_force_levitation (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force levitation pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
/*QUAKED holocron_force_speed (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force speed pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
/*QUAKED holocron_force_push (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force push pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
/*QUAKED holocron_force_pull (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force pull pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
/*QUAKED holocron_force_telepathy (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force telepathy pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
/*QUAKED holocron_force_grip (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force grip pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
/*QUAKED holocron_force_lightining (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force lighting pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
/*QUAKED holocron_force_saberthrow (.3 .5 1) (-8 -8 -0) (8 8 16) SUSPEND STARFLEET MONSTER NOTSOLID
force saberthrow pickup item
"count" level of force power this holocron gives activator ( range: 0-3, default 1)
*/
gitem_t bg_itemlist[ITM_NUM_ITEMS+1];//need a null on the end
//int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) ;
const int bg_numItems = ITM_NUM_ITEMS;
/*
===============
FindItemForWeapon
===============
*/
gitem_t *FindItemForWeapon( weapon_t weapon ) {
int i;
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( bg_itemlist[i].giType == IT_WEAPON && bg_itemlist[i].giTag == weapon ) {
return &bg_itemlist[i];
}
}
Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
return NULL;
}
//----------------------------------------------
gitem_t *FindItemForInventory( int inv )
{
int i;
gitem_t *it;
// Now just check for any other kind of item.
for ( i = 1 ; i < bg_numItems ; i++ )
{
it = &bg_itemlist[i];
if ( it->giType == IT_HOLDABLE )
{
if ( it->giTag == inv )
{
return it;
}
}
}
Com_Error( ERR_DROP, "Couldn't find item for inventory %i", inv );
return NULL;
}
/*
===============
FindItemForWeapon
===============
*/
gitem_t *FindItemForAmmo( ammo_t ammo )
{
int i;
for ( i = 1 ; i < bg_numItems ; i++ )
{
if ( bg_itemlist[i].giType == IT_AMMO && bg_itemlist[i].giTag == ammo )
{
return &bg_itemlist[i];
}
}
Com_Error( ERR_DROP, "Couldn't find item for ammo %i", ammo );
return NULL;
}
/*
===============
FindItem
===============
*/
gitem_t *FindItem( const char *className ) {
int i;
for ( i = 1 ; i < bg_numItems ; i++ ) {
if ( !Q_stricmp( bg_itemlist[i].classname, className ) )
return &bg_itemlist[i];
}
return NULL;
}
/*
================
BG_CanItemBeGrabbed
Returns false if the item should not be picked up.
This needs to be the same for client side prediction and server use.
================
*/
qboolean BG_CanItemBeGrabbed( const entityState_t *ent, const playerState_t *ps ) {
gitem_t *item;
if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
}
item = &bg_itemlist[ent->modelindex];
switch( item->giType ) {
case IT_WEAPON:
// See if we already have this weapon.
if ( !(ps->stats[ STAT_WEAPONS ] & ( 1 << item->giTag )))
{
// Don't have this weapon yet, so pick it up.
return qtrue;
}
// Make sure that we aren't already full on ammo for this weapon
if ( ps->ammo[weaponData[item->giTag].ammoIndex] >= ammoData[weaponData[item->giTag].ammoIndex].max )
{
// full, so don't grab the item
return qfalse;
}
return qtrue; // could use more of this type of ammo, so grab the item
case IT_AMMO:
if (item->giTag != AMMO_FORCE)
{
// since the ammo is the weapon in this case, picking up ammo should actually give you the weapon
switch( item->giTag )
{
case AMMO_THERMAL:
if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_THERMAL ) ) )
{
return qtrue;
}
break;
case AMMO_DETPACK:
if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_DET_PACK ) ) )
{
return qtrue;
}
break;
case AMMO_TRIPMINE:
if( !(ps->stats[STAT_WEAPONS] & ( 1 << WP_TRIP_MINE ) ) )
{
return qtrue;
}
break;
}
if ( ps->ammo[ item->giTag ] >= ammoData[item->giTag].max ) // checkme
{
return qfalse; // can't hold any more
}
}
else
{
if (ps->forcePower >= ammoData[item->giTag].max*2)
{
return qfalse; // can't hold any more
}
}
return qtrue;
case IT_ARMOR:
// we also clamp armor to the maxhealth for handicapping
if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] ) {
return qfalse;
}
return qtrue;
case IT_HEALTH:
// don't pick up if already at max
if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
return qfalse;
}
return qtrue;
case IT_BATTERY:
// don't pick up if already at max
if ( ps->batteryCharge >= MAX_BATTERIES )
{
return qfalse;
}
return qtrue;
case IT_HOLOCRON:
// pretty lame but for now you can always pick these up
return qtrue;
case IT_HOLDABLE:
if ( item->giTag >= INV_ELECTROBINOCULARS && item->giTag <= INV_SENTRY )
{
// hardcoded--can only pick up five of any holdable
if ( ps->inventory[item->giTag] >= 5 )
{
return qfalse;
}
}
return qtrue;
default:
assert( !"BG_CanItemBeGrabbed: invalid item" );
break;
}
return qfalse;
}
//======================================================================
/*
================
EvaluateTrajectory
================
*/
void EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
float deltaTime;
float phase;
switch( tr->trType ) {
case TR_STATIONARY:
case TR_INTERPOLATE:
VectorCopy( tr->trBase, result );
break;
case TR_LINEAR:
deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_SINE:
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
phase = (float)sin( deltaTime * M_PI * 2 );
VectorMA( tr->trBase, phase, tr->trDelta, result );
break;
case TR_LINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration )
{
atTime = tr->trTime + tr->trDuration;
}
//old totally linear
deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds
if ( deltaTime < 0 )
{//going past the total duration
deltaTime = 0;
}
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_NONLINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration )
{
atTime = tr->trTime + tr->trDuration;
}
//new slow-down at end
if ( atTime - tr->trTime > tr->trDuration || atTime - tr->trTime <= 0 )
{
deltaTime = 0;
}
else
{//FIXME: maybe scale this somehow? So that it starts out faster and stops faster?
deltaTime = tr->trDuration*0.001f*((float)cos( DEG2RAD(90.0f - (90.0f*((float)atTime-tr->trTime)/(float)tr->trDuration)) ));
}
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
break;
case TR_GRAVITY:
deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds
VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
result[2] -= 0.5F * g_gravity->value * deltaTime * deltaTime;//DEFAULT_GRAVITY
break;
default:
Com_Error( ERR_DROP, "EvaluateTrajectory: unknown trType: %i", tr->trTime );
break;
}
}
/*
================
EvaluateTrajectoryDelta
Returns current speed at given time
================
*/
void EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
float deltaTime;
float phase;
switch( tr->trType ) {
case TR_STATIONARY:
case TR_INTERPOLATE:
VectorClear( result );
break;
case TR_LINEAR:
VectorCopy( tr->trDelta, result );
break;
case TR_SINE:
deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
phase = (float)cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
phase *= 0.5;
VectorScale( tr->trDelta, phase, result );
break;
case TR_LINEAR_STOP:
if ( atTime > tr->trTime + tr->trDuration )
{
VectorClear( result );
return;
}
VectorCopy( tr->trDelta, result );
break;
case TR_NONLINEAR_STOP:
if ( atTime - tr->trTime > tr->trDuration || atTime - tr->trTime <= 0 )
{
VectorClear( result );
return;
}
deltaTime = tr->trDuration*0.001f*((float)cos( DEG2RAD(90.0f - (90.0f*((float)atTime-tr->trTime)/(float)tr->trDuration)) ));
VectorScale( tr->trDelta, deltaTime, result );
break;
case TR_GRAVITY:
deltaTime = ( atTime - tr->trTime ) * 0.001F; // milliseconds to seconds
VectorCopy( tr->trDelta, result );
result[2] -= g_gravity->value * deltaTime; // DEFAULT_GRAVITY
break;
default:
Com_Error( ERR_DROP, "EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
break;
}
}
/*
===============
AddEventToPlayerstate
Handles the sequence numbers
===============
*/
void AddEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
ps->eventSequence++;
}
/*
===============
CurrentPlayerstateEvent
===============
*/
int CurrentPlayerstateEvent( playerState_t *ps ) {
return ps->events[ (ps->eventSequence-1) & (MAX_PS_EVENTS-1) ];
}
/*
========================
PlayerStateToEntityState
This is done after each set of usercmd_t on the server,
and after local prediction on the client
========================
*/
void PlayerStateToEntityState( playerState_t *ps, entityState_t *s ) {
int i;
if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR )
{
s->eType = ET_INVISIBLE;
}
/*else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH )
{
s->eType = ET_INVISIBLE;
} */
else
{
s->eType = ET_PLAYER;
}
s->number = ps->clientNum;
s->pos.trType = TR_INTERPOLATE;
VectorCopy( ps->origin, s->pos.trBase );
//SnapVector( s->pos.trBase );
s->apos.trType = TR_INTERPOLATE;
VectorCopy( ps->viewangles, s->apos.trBase );
//SnapVector( s->apos.trBase );
s->angles2[YAW] = ps->movementDir;
s->legsAnim = ps->legsAnim;
s->torsoAnim = ps->torsoAnim;
s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
// so corpses can also reference the proper config
s->eFlags = ps->eFlags;
if ( ps->stats[STAT_HEALTH] <= 0 ) {
s->eFlags |= EF_DEAD;
} else {
s->eFlags &= ~EF_DEAD;
}
// new sabre stuff
s->saberActive = ps->saberActive;
s->saberInFlight = ps->saberInFlight;
s->vehicleModel = ps->vehicleModel;
s->weapon = ps->weapon;
s->groundEntityNum = ps->groundEntityNum;
s->powerups = 0;
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
if ( ps->powerups[ i ] ) {
s->powerups |= 1 << i;
}
}
#if 0
if ( ps->externalEvent ) {
s->event = ps->externalEvent;
s->eventParm = ps->externalEventParm;
} else {
int seq;
seq = (ps->eventSequence-1) & (MAX_PS_EVENTS-1);
s->event = ps->events[ seq ] | ( ( ps->eventSequence & 3 ) << 8 );
s->eventParm = ps->eventParms[ seq ];
}
// show some roll in the body based on velocity and angle
if ( ps->stats[STAT_HEALTH] > 0 ) {
vec3_t right;
float sign;
float side;
float value;
AngleVectors( ps->viewangles, NULL, right, NULL );
side = DotProduct (ps->velocity, right);
sign = side < 0 ? -1 : 1;
side = fabs(side);
value = 2; // g_rollangle->value;
if (side < 200 /* g_rollspeed->value */ )
side = side * value / 200; // g_rollspeed->value;
else
side = value;
s->angles[ROLL] = (int)(side*sign * 4);
}
#endif
}
void rotateAboutOrigin(float x, float y, float rotation, vec2_t out)
{
out[0] = cosf(DEG2RAD(-rotation)) * x + sinf(DEG2RAD(-rotation)) * y;
out[1] = cosf(DEG2RAD(-rotation)) * y - sinf(DEG2RAD(-rotation)) * x;
}
float getHMDYawForCalc()
{
if (!vr->third_person && vr->cgzoommode != 2 && vr->cgzoommode != 4 ) {
return vr->hmdorientation[YAW];
}
return 0.0f;
}
void BG_ConvertFromVR(vec3_t in, vec3_t offset, vec3_t out)
{
vec3_t vrSpace;
VectorSet(vrSpace, in[2], in[0], in[1] );
vec2_t r;
rotateAboutOrigin(vrSpace[0], vrSpace[1],
cg.refdefViewAngles[YAW] - getHMDYawForCalc(), r);
vrSpace[0] = -r[0];
vrSpace[1] = -r[1];
vec3_t temp;
VectorScale(vrSpace, cg_worldScale.value, temp);
if (offset) {
VectorAdd(temp, offset, out);
} else {
VectorCopy(temp, out);
}
}
void BG_CalculateVRPositionInWorld( const vec3_t in_position, vec3_t in_offset, vec3_t in_orientation, vec3_t origin, vec3_t angles )
{
vec3_t offset;
VectorCopy(in_offset, offset);
offset[1] = 0; // up/down is index 1 in this case
BG_ConvertFromVR(offset, cg.refdef.vieworg, origin);
origin[2] -= DEFAULT_PLAYER_HEIGHT;
origin[2] += (in_position[1] + cg_heightAdjust.value) * cg_worldScale.value;
VectorCopy(in_orientation, angles);
angles[YAW] += (cg.refdefViewAngles[YAW] - getHMDYawForCalc());
}
void BG_CalculateVROffHandPosition( vec3_t origin, vec3_t angles )
{
BG_CalculateVRPositionInWorld(vr->offhandposition[0], vr->offhandoffset, vr->offhandangles, origin, angles);
}
void BG_CalculateVRWeaponPosition( vec3_t origin, vec3_t angles )
{
BG_CalculateVRPositionInWorld(vr->weaponposition, vr->weaponoffset, vr->weaponangles, origin, angles);
}
void BG_CalculateVRSaberPosition( vec3_t origin, vec3_t angles )
{
BG_CalculateVRPositionInWorld(vr->weaponposition, vr->weaponoffset, vr->weaponangles_saber, origin, angles);
}
bool BG_UseVRPosition( gentity_t *ent )
{
return ( ent->client && (!ent->NPC || ent->client->ps.clientNum == cg_entities[0].gent->client->ps.viewEntity));
}
/*
============
BG_PlayerTouchesItem
Items can be picked up without actually touching their physical bounds
============
*/
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
vec3_t origin = { 0.0f };
EvaluateTrajectory( &item->pos, atTime, origin );
// we are ignoring ducked differences here
if ( ps->origin[0] - origin[0] > 44
|| ps->origin[0] - origin[0] < -50
|| ps->origin[1] - origin[1] > 36
|| ps->origin[1] - origin[1] < -36
|| ps->origin[2] - origin[2] > 36
|| ps->origin[2] - origin[2] < -36 ) {
return qfalse;
}
return qtrue;
}