mirror of
https://github.com/DrBeef/JKXR.git
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adfc6da46d
- Added in a cheat menu (https://jkhub.org/files/file/3828-beta-ingame-customization-and-cheat-menu/) - Added and building source for JK2 - FIxed jittery head tracking - Started on motion controlled weapons (no sabers yet) - made cutscenes immersive (can be turned off) - Started on a visible HUD
85 lines
No EOL
2.5 KiB
C
85 lines
No EOL
2.5 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 WEAPON_RECOIL 15.0f;
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typedef struct {
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bool in_camera; // cinematic camera taken over
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bool using_screen_layer;
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float fov;
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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 player_moving;
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bool visible_hud;
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int weaponid;
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int lastweaponid;
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bool mountedgun;
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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;
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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 weaponangles_knife;
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vec3_t weaponangles;
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vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
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vec3_t weaponangles_delta;
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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 weapon_recoil; // recoil effect to improve the default
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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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bool pistol; // True if the weapon is a pistol
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//Lots of scope weapon stuff
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bool scopeengaged; // Scope has been engaged on a scoped weapon
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bool scopedweapon; // Weapon scope is available
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bool scopedetached; // Scope has been detached from weapon
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bool detachablescope; // Scope can be detached from weapon
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bool hasbinoculars;
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bool velocitytriggered; // Weapon attack triggered by velocity (knife)
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vec3_t offhandangles;
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vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
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vec3_t offhandangles_delta;
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vec3_t offhandposition;
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vec3_t offhandoffset;
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//
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// Teleport Stuff
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//
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bool teleportenabled;
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bool teleportseek; // player looking to teleport
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bool teleportready; // player pointing to a valid teleport location
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vec3_t teleportdest; // teleport destination
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bool teleportexecute; // execute the teleport
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//////////////////////////////////////
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// Test stuff for weapon alignment
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//////////////////////////////////////
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char test_name[256];
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float test_scale;
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vec3_t test_angles;
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vec3_t test_offset;
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} vr_client_info_t;
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#endif //vr_client_info_h
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