mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-28 23:11:52 +00:00
79 lines
No EOL
2.5 KiB
C
79 lines
No EOL
2.5 KiB
C
#if !defined(vr_client_info_h)
|
|
#define vr_client_info_h
|
|
|
|
#define NUM_WEAPON_SAMPLES 10
|
|
|
|
typedef struct {
|
|
bool cin_camera; // cinematic camera taken over
|
|
bool misc_camera; // looking through a misc camera view entity
|
|
bool remote_turret; // controlling a remote turret
|
|
bool using_screen_layer;
|
|
bool third_person;
|
|
float fov;
|
|
bool immersive_cinematics;
|
|
bool weapon_stabilised;
|
|
bool right_handed;
|
|
bool player_moving;
|
|
int cgzoommode;
|
|
|
|
int forceid;
|
|
|
|
vec3_t hmdposition;
|
|
vec3_t hmdposition_last; // Don't use this, it is just for calculating delta!
|
|
vec3_t hmdposition_delta; // delta since last frame
|
|
vec3_t hmdposition_snap; // The position the HMD was in last time the menu was up (snapshot position)
|
|
vec3_t hmdposition_offset; // offset from the position the HMD was in last time the menu was up
|
|
|
|
vec3_t hmdorientation;
|
|
vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta!
|
|
vec3_t hmdorientation_delta;
|
|
vec3_t hmdorientation_snap;
|
|
vec3_t hmdorientation_first; // only updated when in first person
|
|
|
|
vec3_t weaponangles_saber;
|
|
vec3_t weaponangles;
|
|
vec3_t weaponangles_last; // Don't use this, it is just for calculating delta!
|
|
vec3_t weaponangles_delta;
|
|
vec3_t weaponangles_first; // only updated when in first person
|
|
|
|
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
|
|
|
|
vec3_t weaponposition;
|
|
vec3_t weaponoffset;
|
|
float weaponoffset_timestamp;
|
|
vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
|
|
float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
|
|
|
|
int item_selector = 0; // 1 - weapons/gadgets/saber stance, 2 - Force powers
|
|
|
|
bool velocitytriggered;
|
|
float primaryswingvelocity;
|
|
bool primaryVelocityTriggeredAttack;
|
|
float secondaryswingvelocity;
|
|
bool secondaryVelocityTriggeredAttack;
|
|
vec3_t secondaryVelocityTriggerLocation;
|
|
|
|
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;
|
|
|
|
//////////////////////////////////////
|
|
// Test stuff for weapon alignment
|
|
//////////////////////////////////////
|
|
|
|
char test_name[256];
|
|
float test_scale;
|
|
vec3_t test_angles;
|
|
vec3_t test_offset;
|
|
|
|
} vr_client_info_t;
|
|
|
|
#ifndef JKVR_CLIENT
|
|
extern vr_client_info_t *vr;
|
|
#endif
|
|
|
|
#endif //vr_client_info_h
|