mirror of
https://github.com/DrBeef/JKXR.git
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609 lines
27 KiB
C++
609 lines
27 KiB
C++
/************************************************************************************
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Filename : VrInputDefault.c
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Content : Handles default controller input
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Created : August 2019
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Authors : Simon Brown
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*************************************************************************************/
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#include "../../../../../../VrApi/Include/VrApi.h"
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#include "../../../../../../VrApi/Include/VrApi_Helpers.h"
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#include "../../../../../../VrApi/Include/VrApi_SystemUtils.h"
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#include "../../../../../../VrApi/Include/VrApi_Input.h"
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#include "../../../../../../VrApi/Include/VrApi_Types.h"
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#include <android/keycodes.h>
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#include "VrInput.h"
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#include "VrCvars.h"
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#include "../OpenJK/code/qcommon/q_shared.h"
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#include <qcommon/qcommon.h>
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#include <client/client.h>
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#define WP_AKIMBO 20
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void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
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void JKVR_HapticEvent(const char* event, int position, int flags, int intensity, float angle, float yHeight );
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static inline float AngleBetweenVectors(const vec3_t a, const vec3_t b)
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{
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return degrees(acosf(DotProduct(a, b)/(VectorLength(a) * VectorLength(b))));
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}
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void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateGamepad *pFootTrackingOld,
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ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
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ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
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int domButton1, int domButton2, int offButton1, int offButton2 )
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{
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//Ensure handedness is set correctly
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vr.right_handed = vr_control_scheme->value < 10 ||
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vr_control_scheme->value == 99; // Always right-handed for weapon calibration
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static bool dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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static bool canUseBackpack = false;
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static bool canUseQuickSave = false;
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//Need this for the touch screen
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ovrTracking * pWeapon = pDominantTracking;
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ovrTracking * pOff = pOffTracking;
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if (vr.weaponid == WP_AKIMBO &&
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!vr.right_handed &&
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!JKVR_useScreenLayer())
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{
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//Revert to same weapon controls as right-handed if using akimbo
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pWeapon = pOffTracking;
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pOff = pDominantTracking;
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}
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//All this to allow stick and button switching!
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ovrVector2f *pPrimaryJoystick;
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ovrVector2f *pSecondaryJoystick;
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uint32_t primaryButtonsNew;
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uint32_t primaryButtonsOld;
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uint32_t secondaryButtonsNew;
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uint32_t secondaryButtonsOld;
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int primaryButton1;
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int primaryButton2;
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int secondaryButton1;
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int secondaryButton2;
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int primaryThumb = vr_control_scheme->value == RIGHT_HANDED_DEFAULT ? ovrButton_RThumb : ovrButton_LThumb;
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int secondaryThumb = vr_control_scheme->value == RIGHT_HANDED_DEFAULT ? ovrButton_LThumb : ovrButton_RThumb;
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if (vr_switch_sticks->integer)
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{
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//
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// This will switch the joystick and A/B/X/Y button functions only
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// Move, Strafe, Turn, Jump, Crouch, Notepad, HUD mode, Weapon Switch
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pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick;
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pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick;
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secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
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secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
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primaryButtonsNew = pOffTrackedRemoteNew->Buttons;
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primaryButtonsOld = pOffTrackedRemoteOld->Buttons;
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primaryButton1 = offButton1;
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primaryButton2 = offButton2;
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secondaryButton1 = domButton1;
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secondaryButton2 = domButton2;
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}
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else
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{
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pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick;
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pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick;
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primaryButtonsNew = pDominantTrackedRemoteNew->Buttons;
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primaryButtonsOld = pDominantTrackedRemoteOld->Buttons;
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secondaryButtonsNew = pOffTrackedRemoteNew->Buttons;
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secondaryButtonsOld = pOffTrackedRemoteOld->Buttons;
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primaryButton1 = domButton1;
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primaryButton2 = domButton2;
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secondaryButton1 = offButton1;
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secondaryButton2 = offButton2;
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}
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{
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//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
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vec3_t rotation = {0};
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rotation[PITCH] = 30;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife);
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rotation[PITCH] = vr_weapon_pitchadjust->value;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
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VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
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VectorCopy(vr.weaponangles, vr.weaponangles_last);
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ALOGV(" weaponangles_last: %f, %f, %f",
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vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
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//GB Also set offhand angles just in case we want to use those.
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vec3_t rotation_off = {0};
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rotation_off[PITCH] = vr_weapon_pitchadjust->value;
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QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation_off, vr.offhandangles);
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VectorSubtract(vr.offhandangles_last, vr.offhandangles, vr.offhandangles_delta);
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VectorCopy(vr.offhandangles, vr.offhandangles_last);
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}
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//Menu button
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, A_ESCAPE);
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static bool resetCursor = qtrue;
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if ( JKVR_useScreenLayer() )
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{
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interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
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resetCursor = qfalse;
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, A_MOUSE1);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, A_MOUSE1);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, A_ESCAPE);
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}
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else
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{
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resetCursor = qtrue;
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float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) +
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powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) +
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powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2));
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float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) +
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powf(vr.hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) +
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powf(vr.hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2));
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float distanceToHMDOff = sqrtf(powf(vr.hmdposition[0] - pOff->HeadPose.Pose.Position.x, 2) +
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powf(vr.hmdposition[1] - pOff->HeadPose.Pose.Position.y, 2) +
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powf(vr.hmdposition[2] - pOff->HeadPose.Pose.Position.z, 2));
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float controllerYawHeading = 0.0f;
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//Turn on weapon stabilisation?
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bool stabilised = qfalse;
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if (!vr.pistol && // Don't stabilise pistols
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(pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE))
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{
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stabilised = qtrue;
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}
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vr.weapon_stabilised = stabilised;
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//Engage scope / virtual stock if conditions are right
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bool scopeready = vr.weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE);
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static bool lastScopeReady = qfalse;
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if (scopeready != lastScopeReady) {
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if (vr.scopedweapon && !vr.scopedetached) {
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if (!vr.scopeengaged && scopeready) {
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ALOGV("**WEAPON EVENT** trigger scope mode");
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sendButtonActionSimple("weapalt");
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}
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else if (vr.scopeengaged && !scopeready) {
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ALOGV("**WEAPON EVENT** disable scope mode");
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sendButtonActionSimple("weapalt");
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}
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lastScopeReady = scopeready;
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}
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}
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//ALOGV("**GB WEAPON ACTIVE** %i",vr.weaponid);
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if(!scopeready && vr.weaponid >= 15 && vr.weaponid <= 17)
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{
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lastScopeReady = false;
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ALOGV("**WEAPON EVENT** disable scope mode forced");
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sendButtonActionSimple("weapalt");
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}
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//Engage scope / virtual stock (iron sight lock) if conditions are right
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static bool scopeEngaged = qfalse;
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if (scopeEngaged != vr.scopeengaged)
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{
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scopeEngaged = vr.scopeengaged;
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}
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//dominant hand stuff first
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{
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//Record recent weapon position for trajectory based stuff
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for (int i = (NUM_WEAPON_SAMPLES-1); i != 0; --i)
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{
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VectorCopy(vr.weaponoffset_history[i-1], vr.weaponoffset_history[i]);
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vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i-1];
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}
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VectorCopy(vr.weaponoffset, vr.weaponoffset_history[0]);
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vr.weaponoffset_history_timestamp[0] = vr.weaponoffset_timestamp;
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vr.weaponposition[0] = pWeapon->HeadPose.Pose.Position.x;
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vr.weaponposition[1] = pWeapon->HeadPose.Pose.Position.y;
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vr.weaponposition[2] = pWeapon->HeadPose.Pose.Position.z;
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///Weapon location relative to view
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vr.weaponoffset[0] = pWeapon->HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.weaponoffset[1] = pWeapon->HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vr.weaponoffset_timestamp = Sys_Milliseconds( );
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//Does weapon velocity trigger attack (knife) and is it fast enough
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static bool velocityTriggeredAttack = false;
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if (vr.velocitytriggered)
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{
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static bool fired = qfalse;
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float velocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
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powf(pWeapon->HeadPose.LinearVelocity.y, 2) +
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powf(pWeapon->HeadPose.LinearVelocity.z, 2));
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velocityTriggeredAttack = (velocity > VELOCITY_TRIGGER);
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if (fired != velocityTriggeredAttack) {
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ALOGV("**WEAPON EVENT** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
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sendButtonAction("+attack", velocityTriggeredAttack);
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fired = velocityTriggeredAttack;
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}
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}
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else if (velocityTriggeredAttack)
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{
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//send a stop attack as we have an unfinished velocity attack
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velocityTriggeredAttack = qfalse;
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ALOGV("**WEAPON EVENT** veocity triggered -attack");
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sendButtonAction("+attack", velocityTriggeredAttack);
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}
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if (vr.weapon_stabilised)
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{
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if (vr.scopeengaged || vr_virtual_stock->integer == 1)
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{
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//offset to the appropriate eye a little bit
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vec2_t xy;
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rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f, -vr.hmdorientation[YAW], xy);
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float x = pOff->HeadPose.Pose.Position.x - (vr.hmdposition[0] + xy[0]);
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float y = pOff->HeadPose.Pose.Position.y - (vr.hmdposition[1] - 0.1f); // Use a point lower
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float z = pOff->HeadPose.Pose.Position.z - (vr.hmdposition[2] + xy[1]);
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
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-degrees(atan2f(x, -z)), 0);
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}
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}
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else
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{
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float x = pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
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float y = pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
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float z = pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
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-degrees(atan2f(x, -z)), vr.weaponangles[ROLL] / 2.0f); //Dampen roll on stabilised weapon
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}
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}
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}
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// Calculate if player tries to reach backpack
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bool handInBackpack = false;
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bool bpDistToHMDOk = false, bpWeaponHeightOk = false, bpWeaponAngleOk = false, bpHmdToWeaponAngleOk = false;
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vec3_t hmdForwardXY = {}, weaponForwardXY = {};
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float weaponToDownAngle = 0, hmdToWeaponDotProduct = 0;
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static vec3_t downVector = {0.0, 0.0, -1.0};
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bool bpTrackOk = pOffTracking->Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED; // 1) Position must be tracked
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if (bpTrackOk && (bpDistToHMDOk = distanceToHMD >= 0.2 && distanceToHMD <= 0.35) // 2) Weapon-to-HMD distance must be within <0.2-0.35> range
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&& (bpWeaponHeightOk = vr.weaponoffset[1] >= -0.10 && vr.weaponoffset[1] <= 0.10)) // 3) Weapon height in relation to HMD must be within <-0.10, 0.10> range
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{
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AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
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AngleVectors(vr.weaponangles, weaponForwardXY, NULL, NULL);
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float weaponToDownAngle = AngleBetweenVectors(downVector, weaponForwardXY);
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// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
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if(bpWeaponAngleOk = weaponToDownAngle >= 80.0 && weaponToDownAngle <= 140.0)
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{
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hmdForwardXY[2] = 0;
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VectorNormalize(hmdForwardXY);
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weaponForwardXY[2] = 0;
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VectorNormalize(weaponForwardXY);
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hmdToWeaponDotProduct = DotProduct(hmdForwardXY, weaponForwardXY);
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// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
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handInBackpack = bpHmdToWeaponAngleOk = hmdToWeaponDotProduct < 0;
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}
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}
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//off-hand stuff (done here as I reference it in the save state thing
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{
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vr.offhandposition[0] = pOff->HeadPose.Pose.Position.x;
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vr.offhandposition[1] = pOff->HeadPose.Pose.Position.y;
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vr.offhandposition[2] = pOff->HeadPose.Pose.Position.z;
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vr.offhandoffset[0] = pOff->HeadPose.Pose.Position.x - vr.hmdposition[0];
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vr.offhandoffset[1] = pOff->HeadPose.Pose.Position.y - vr.hmdposition[1];
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vr.offhandoffset[2] = pOff->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vec3_t rotation = {0};
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QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
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if (vr_walkdirection->value == 0) {
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controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
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}
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else
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{
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controllerYawHeading = 0.0f;
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}
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}
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// Use off hand as well to trigger save condition
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canUseQuickSave = false;
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bool bpOffhandDistToHMDOk = false, bpOffhandHeightOk = false, bpOffhandAngleOk = false, bpHmdToOffhandAngleOk = false;
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vec3_t offhandForwardXY = {};
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float hmdToOffhandDotProduct = 0;
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float offhandToDownAngle = 0;
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if (bpTrackOk && (bpOffhandDistToHMDOk = distanceToHMDOff >= 0.2 && distanceToHMDOff <= 0.35) // 2) Off-to-HMD distance must be within <0.2-0.35> range
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&& (bpOffhandHeightOk = vr.offhandoffset[1] >= -0.10 && vr.offhandoffset[1] <= 0.10)) // 3) Offhand height in relation to HMD must be within <-0.10, 0.10> range
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{
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//Need to do this again as might not have done it above and cant be bothered to refactor
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AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
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AngleVectors(vr.offhandangles, offhandForwardXY, NULL, NULL);
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offhandToDownAngle = AngleBetweenVectors(downVector, offhandForwardXY);
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// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
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if(bpOffhandAngleOk = offhandToDownAngle >= 80.0 && offhandToDownAngle <= 140.0)
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{
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hmdForwardXY[2] = 0;
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VectorNormalize(hmdForwardXY);
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offhandForwardXY[2] = 0;
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VectorNormalize(offhandForwardXY);
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hmdToOffhandDotProduct = DotProduct(hmdForwardXY, offhandForwardXY);
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// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
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canUseQuickSave = bpHmdToOffhandAngleOk = hmdToOffhandDotProduct < 0;
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}
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}
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// Uncomment to debug offhand reaching
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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",
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distanceToHMDOff, offhandToDownAngle, vr.offhandoffset[0], vr.offhandoffset[1], vr.offhandoffset[2],
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hmdToOffhandDotProduct, hmdForwardXY[0], hmdForwardXY[1], offhandForwardXY[0], offhandForwardXY[1],
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bpTrackOk, bpOffhandDistToHMDOk, bpOffhandHeightOk, bpOffhandAngleOk, bpHmdToOffhandAngleOk);
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// Check quicksave
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if (canUseQuickSave) {
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int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
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JKVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
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if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
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(pOffTrackedRemoteOld->Buttons & offButton1)) &&
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(pOffTrackedRemoteNew->Buttons & offButton1)) {
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sendButtonActionSimple("savegame quicksave");
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}
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if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
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(pOffTrackedRemoteOld->Buttons & offButton2)) &&
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(pOffTrackedRemoteNew->Buttons & offButton2)) {
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sendButtonActionSimple("loadgame quicksave");
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}
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}
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
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domButton1) != 0;
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bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons &
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domButton2) != 0;
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|
|
|
{
|
|
if (dominantGripPushed) {
|
|
if (dominantGripPushTime == 0) {
|
|
dominantGripPushTime = GetTimeInMilliSeconds();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dominantGripPushTime = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//Right-hand specific stuff
|
|
{
|
|
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
|
|
//player is facing for positional tracking
|
|
|
|
//Positional movement speed correction for when we are not hitting target framerate
|
|
static double lastframetime = 0;
|
|
int refresh = GetRefresh();
|
|
double newframetime = GetTimeInMilliSeconds();
|
|
float multiplier = (float)((1000.0 / refresh) / (newframetime - lastframetime));
|
|
lastframetime = newframetime;
|
|
|
|
vec2_t v;
|
|
float factor = (refresh / 72.0F) * vr_positional_factor->value; // adjust positional factor based on refresh rate
|
|
rotateAboutOrigin(-vr.hmdposition_delta[0] * factor * multiplier,
|
|
vr.hmdposition_delta[2] * factor * multiplier, - vr.hmdorientation[YAW], v);
|
|
positional_movementSideways = v[0];
|
|
positional_movementForward = v[1];
|
|
|
|
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
|
|
positional_movementSideways,
|
|
positional_movementForward);
|
|
|
|
//Jump (A Button)
|
|
if ((primaryButtonsNew & primaryButton1) != (primaryButtonsOld & primaryButton1))
|
|
{
|
|
sendButtonAction("+moveup", (primaryButtonsNew & primaryButton1));
|
|
}
|
|
|
|
//Alt Fire (B Button)
|
|
if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2))
|
|
{
|
|
sendButtonAction("+altattack", (primaryButtonsNew & primaryButton2));
|
|
}
|
|
|
|
|
|
static bool firing = false;
|
|
|
|
{
|
|
//Fire Primary
|
|
if (!vr.velocitytriggered && // Don't fire velocity triggered weapons
|
|
(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
|
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
|
|
|
ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
|
|
firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
|
|
sendButtonAction("+attack", firing);
|
|
}
|
|
}
|
|
|
|
|
|
//Duck - off hand joystick
|
|
if ((secondaryButtonsNew & secondaryThumb) !=
|
|
(secondaryButtonsNew & secondaryThumb)) {
|
|
|
|
sendButtonAction("+movedown", (secondaryButtonsNew & secondaryThumb));
|
|
}
|
|
|
|
//Use
|
|
if ((pDominantTrackedRemoteNew->Buttons & primaryThumb) !=
|
|
(pDominantTrackedRemoteOld->Buttons & primaryThumb)) {
|
|
|
|
sendButtonAction("+use", (pDominantTrackedRemoteNew->Buttons & primaryThumb));
|
|
}
|
|
|
|
//Weapon Chooser
|
|
static bool itemSwitched = false;
|
|
if (between(-0.2f, pPrimaryJoystick->x, 0.2f) &&
|
|
(between(0.8f, pPrimaryJoystick->y, 1.0f) ||
|
|
between(-1.0f, pPrimaryJoystick->y, -0.8f)))
|
|
{
|
|
if (!itemSwitched) {
|
|
if (between(0.8f, pPrimaryJoystick->y, 1.0f))
|
|
{
|
|
sendButtonActionSimple("weapprev");
|
|
}
|
|
else
|
|
{
|
|
sendButtonActionSimple("weapnext");
|
|
}
|
|
itemSwitched = true;
|
|
}
|
|
} else {
|
|
itemSwitched = false;
|
|
}
|
|
}
|
|
|
|
{
|
|
//Apply a filter and quadratic scaler so small movements are easier to make
|
|
float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y);
|
|
float nlf = nonLinearFilter(dist);
|
|
float x = (nlf * pSecondaryJoystick->x) + pFootTrackingNew->LeftJoystick.x;
|
|
float y = (nlf * pSecondaryJoystick->y) - pFootTrackingNew->LeftJoystick.y;
|
|
|
|
vr.player_moving = (fabs(x) + fabs(y)) > 0.05f;
|
|
|
|
//Adjust to be off-hand controller oriented
|
|
vec2_t v;
|
|
rotateAboutOrigin(x, y, controllerYawHeading, v);
|
|
|
|
//Move a lot slower if scope is engaged
|
|
remote_movementSideways = v[0] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
|
|
remote_movementForward = v[1] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
|
|
ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
|
|
remote_movementSideways,
|
|
remote_movementForward);
|
|
|
|
|
|
//Use Force (X button)
|
|
if (!canUseQuickSave) {
|
|
if ((secondaryButtonsNew & secondaryButton1) !=
|
|
(secondaryButtonsOld & secondaryButton1)) {
|
|
sendButtonAction("+useforce", (secondaryButtonsNew & secondaryButton1));
|
|
}
|
|
}
|
|
|
|
if (!canUseQuickSave) {
|
|
if (((secondaryButtonsNew & secondaryButton2) !=
|
|
(secondaryButtonsOld & secondaryButton2)) &&
|
|
(secondaryButtonsNew & secondaryButton2)) {
|
|
sendButtonActionSimple("forcenext");
|
|
}
|
|
}
|
|
|
|
//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
|
|
//in meantime, then it wouldn't stop the gun firing and it would get stuck
|
|
{
|
|
//Run
|
|
handleTrackedControllerButton(pOffTrackedRemoteNew,
|
|
pOffTrackedRemoteOld,
|
|
ovrButton_Trigger, A_SHIFT);
|
|
}
|
|
|
|
|
|
//Resync Yaw on mounted gun transition
|
|
static int usingMountedGun = false;
|
|
if (vr.mountedgun != usingMountedGun)
|
|
{
|
|
usingMountedGun = vr.mountedgun;
|
|
}
|
|
|
|
//No snap turn when using mounted gun
|
|
static int syncCount = 0;
|
|
static int increaseSnap = true;
|
|
if (!vr.mountedgun && !vr.scopeengaged) {
|
|
if (pPrimaryJoystick->x > 0.7f) {
|
|
if (increaseSnap) {
|
|
float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f) : vr_turn_angle->value;
|
|
vr.snapTurn -= turnAngle;
|
|
|
|
if (vr_turn_mode->integer == 0) {
|
|
increaseSnap = false;
|
|
}
|
|
|
|
if (vr.snapTurn < -180.0f) {
|
|
vr.snapTurn += 360.f;
|
|
}
|
|
}
|
|
} else if (pPrimaryJoystick->x < 0.3f) {
|
|
increaseSnap = true;
|
|
}
|
|
|
|
static int decreaseSnap = true;
|
|
if (pPrimaryJoystick->x < -0.7f) {
|
|
if (decreaseSnap) {
|
|
|
|
float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f) : vr_turn_angle->value;
|
|
vr.snapTurn += turnAngle;
|
|
|
|
//If snap turn configured for less than 10 degrees
|
|
if (vr_turn_mode->integer == 0) {
|
|
decreaseSnap = false;
|
|
}
|
|
|
|
if (vr.snapTurn > 180.0f) {
|
|
vr.snapTurn -= 360.f;
|
|
}
|
|
}
|
|
} else if (pPrimaryJoystick->x > -0.3f) {
|
|
decreaseSnap = true;
|
|
}
|
|
}
|
|
else {
|
|
if (fabs(pPrimaryJoystick->x) > 0.5f) {
|
|
increaseSnap = false;
|
|
}
|
|
else
|
|
{
|
|
increaseSnap = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
updateScopeAngles();
|
|
}
|
|
|
|
//Save state
|
|
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
|
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
|
}
|