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