jkxr/Projects/Android/jni/JKVR/VrClientInfo.h
Simon adfc6da46d Many many changes
- 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
2022-09-27 23:19:12 +01:00

85 lines
No EOL
2.5 KiB
C

#if !defined(vr_client_info_h)
#define vr_client_info_h
#define NUM_WEAPON_SAMPLES 10
#define WEAPON_RECOIL 15.0f;
typedef struct {
bool in_camera; // cinematic camera taken over
bool using_screen_layer;
float fov;
bool immersive_cinematics;
bool weapon_stabilised;
bool right_handed;
bool player_moving;
bool visible_hud;
int weaponid;
int lastweaponid;
bool mountedgun;
vec3_t hmdposition;
vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
vec3_t hmdposition_delta;
vec3_t hmdorientation;
vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
vec3_t hmdorientation_delta;
vec3_t weaponangles_knife;
vec3_t weaponangles;
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
vec3_t weaponangles_delta;
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 weapon_recoil; // recoil effect to improve the default
vec3_t weaponposition;
vec3_t weaponoffset;
float weaponoffset_timestamp;
vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
bool pistol; // True if the weapon is a pistol
//Lots of scope weapon stuff
bool scopeengaged; // Scope has been engaged on a scoped weapon
bool scopedweapon; // Weapon scope is available
bool scopedetached; // Scope has been detached from weapon
bool detachablescope; // Scope can be detached from weapon
bool hasbinoculars;
bool velocitytriggered; // Weapon attack triggered by velocity (knife)
vec3_t offhandangles;
vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
vec3_t offhandangles_delta;
vec3_t offhandposition;
vec3_t offhandoffset;
//
// Teleport Stuff
//
bool teleportenabled;
bool teleportseek; // player looking to teleport
bool teleportready; // player pointing to a valid teleport location
vec3_t teleportdest; // teleport destination
bool teleportexecute; // execute the teleport
//////////////////////////////////////
// Test stuff for weapon alignment
//////////////////////////////////////
char test_name[256];
float test_scale;
vec3_t test_angles;
vec3_t test_offset;
} vr_client_info_t;
#endif //vr_client_info_h