diff --git a/Projects/Android/jni/quake2/src/client/cl_screen.c b/Projects/Android/jni/quake2/src/client/cl_screen.c index d75a01b..84ccb12 100644 --- a/Projects/Android/jni/quake2/src/client/cl_screen.c +++ b/Projects/Android/jni/quake2/src/client/cl_screen.c @@ -1633,6 +1633,8 @@ void SCR_UpdateForEye (int eye) V_RenderView(separation); + SCR_DrawVignette(); + SCR_DrawStats(separation); if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 1) diff --git a/Projects/Android/jni/quake2/src/client/refresh/gl1/gl1_main.c b/Projects/Android/jni/quake2/src/client/refresh/gl1/gl1_main.c index f1dfecf..045d81e 100644 --- a/Projects/Android/jni/quake2/src/client/refresh/gl1/gl1_main.c +++ b/Projects/Android/jni/quake2/src/client/refresh/gl1/gl1_main.c @@ -1789,10 +1789,10 @@ void R_DrawLaserSight( entity_t *e ) vec3_t perpvec; vec3_t direction, normalized_direction; - vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS]; + vec3_t start_points[NUM_LASER_SIGHT_SEGS], end_points[NUM_LASER_SIGHT_SEGS]; vec3_t oldorigin, origin; - GLfloat vtx[3*NUM_BEAM_SEGS*4]; + GLfloat vtx[3*NUM_LASER_SIGHT_SEGS*4]; unsigned int index_vtx = 0; unsigned int pointb; @@ -1814,7 +1814,7 @@ void R_DrawLaserSight( entity_t *e ) PerpendicularVector( perpvec, normalized_direction ); VectorScale( perpvec, 0.1, perpvec ); - for ( i = 0; i < 6; i++ ) + for ( i = 0; i < NUM_LASER_SIGHT_SEGS; i++ ) { RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_LASER_SIGHT_SEGS)*i ); VectorAdd( start_points[i], origin, start_points[i] ); @@ -1825,7 +1825,7 @@ void R_DrawLaserSight( entity_t *e ) glEnable( GL_BLEND ); glDepthMask( GL_FALSE ); - if (e->frame == 6) + if (e->frame == 6 || e->frame == 7) { //grenade "pointer" glColor4f( 0, 0, 1, 1.0 ); @@ -1835,7 +1835,7 @@ void R_DrawLaserSight( entity_t *e ) - for ( i = 0; i < NUM_BEAM_SEGS; i++ ) + for ( i = 0; i < NUM_LASER_SIGHT_SEGS; i++ ) { vtx[index_vtx++] = start_points [ i ][ 0 ]; vtx[index_vtx++] = start_points [ i ][ 1 ]; @@ -1845,7 +1845,7 @@ void R_DrawLaserSight( entity_t *e ) vtx[index_vtx++] = end_points [ i ][ 1 ]; vtx[index_vtx++] = end_points [ i ][ 2 ]; - pointb = ( i + 1 ) % NUM_BEAM_SEGS; + pointb = ( i + 1 ) % NUM_LASER_SIGHT_SEGS; vtx[index_vtx++] = start_points [ pointb ][ 0 ]; vtx[index_vtx++] = start_points [ pointb ][ 1 ]; vtx[index_vtx++] = start_points [ pointb ][ 2 ]; @@ -1858,7 +1858,7 @@ void R_DrawLaserSight( entity_t *e ) glEnableClientState( GL_VERTEX_ARRAY ); glVertexPointer( 3, GL_FLOAT, 0, vtx ); - glDrawArrays( GL_TRIANGLE_STRIP, 0, NUM_BEAM_SEGS*4 ); + glDrawArrays( GL_TRIANGLE_STRIP, 0, NUM_LASER_SIGHT_SEGS*4 ); glDisableClientState( GL_VERTEX_ARRAY ); diff --git a/Projects/Android/jni/quake2/src/game/player/weapon.c b/Projects/Android/jni/quake2/src/game/player/weapon.c index b0ec220..2f2ebbc 100644 --- a/Projects/Android/jni/quake2/src/game/player/weapon.c +++ b/Projects/Android/jni/quake2/src/game/player/weapon.c @@ -733,16 +733,16 @@ Weapon_Grenade(edict_t *ent) return; } - if (ent->client->weaponstate == WEAPON_READY) - { - //Laser sight - always as a short pointer for grenade - if (vr_lasersight->value != 0.0f) { - gi.WriteByte(svc_temp_entity); - gi.WriteByte(TE_LASER_SIGHT); - gi.WriteByte(ent->client->pers.weapon->weapmodel); - gi.multicast(ent->s.origin, MULTICAST_PHS); - } + //Laser sight - always as a short pointer for grenade + if (vr_lasersight->value != 0.0f) { + gi.WriteByte(svc_temp_entity); + gi.WriteByte(TE_LASER_SIGHT); + gi.WriteByte(ent->client->pers.weapon->weapmodel); + gi.multicast(ent->s.origin, MULTICAST_PHS); + } + if (ent->client->weaponstate == WEAPON_READY) + { if (((ent->client->latched_buttons | ent->client->buttons) & BUTTON_ATTACK)) { diff --git a/assets/autoexec.cfg b/assets/autoexec.cfg index b0ec123..6c329e9 100644 --- a/assets/autoexec.cfg +++ b/assets/autoexec.cfg @@ -1,5 +1,5 @@ // Weapon offsets - This is the default for the HD weapon models -// Values are: backwards, left, up, pitch, yaw, roll +// Values are: backwards, left, up, pitch (down), yaw, roll //WEAP_BLASTER set vr_weapon_adjustment_1 "17.0,4.5,-8.0,0.0,2.0,0.0" @@ -10,15 +10,15 @@ set vr_weapon_adjustment_3 "10.0,6.5,-8.0,-3.0,0.0,0.0" //WEAP_MACHINEGUN set vr_weapon_adjustment_4 "17.0,7.0,-8.0,-3.0,0.0,0.0" //WEAP_CHAINGUN -set vr_weapon_adjustment_5 "-3.0,3.0,-8.0,-3.0,-2.0,0.0" +set vr_weapon_adjustment_5 "-6.0,3.4,-8.0,-1.5,-0.8,0.0" //WEAP_GRENADES -set vr_weapon_adjustment_6 "10.0,7.0,-8.0,-3.0,0.0,0.0" +set vr_weapon_adjustment_6 "13.0,0.0,-7.0,0.0,0.0,0.0" //WEAP_GRENADELAUNCHER set vr_weapon_adjustment_7 "10.0,5.0,-8.0,-3.0,0.0,0.0" //WEAP_ROCKETLAUNCHER set vr_weapon_adjustment_8 "10.0,3.6,-8.0,-3.0,0.0,0.0" //WEAP_HYPERBLASTER -set vr_weapon_adjustment_9 "10.0,5.0,-8.0,-3.0,0.0,0.0" +set vr_weapon_adjustment_9 "10.0,5.0,-8.0,-1.5,0.0,0.0" //WEAP_RAILGUN set vr_weapon_adjustment_10 "10.0,6.0,-8.0,-3.0,0.0,0.0" //WEAP_BFG diff --git a/assets/config.cfg b/assets/config.cfg index 3fddfb9..c409ad7 100644 --- a/assets/config.cfg +++ b/assets/config.cfg @@ -1,5 +1,5 @@ -set cheats "1" +//set cheats "1" set gl_texturemode "GL_LINEAR_MIPMAP_Linear" set gl_shadows "1" set s_loadas8bit "0" diff --git a/java/com/drbeef/quake2quest/GLES3JNIActivity.java b/java/com/drbeef/quake2quest/GLES3JNIActivity.java index 5e76029..67cb83a 100644 --- a/java/com/drbeef/quake2quest/GLES3JNIActivity.java +++ b/java/com/drbeef/quake2quest/GLES3JNIActivity.java @@ -168,7 +168,8 @@ import static android.system.Os.setenv; copy_asset("/sdcard/Quake2Quest", "commandline.txt"); //The custom weapon PAK file - //copy_asset("/sdcard/Quake2Quest", "pak8.pak"); + copy_asset("/sdcard/Quake2Quest", "pak6.pak"); + copy_asset("/sdcard/Quake2Quest", "pak99.pak"); /* String models[] = {"g_blast", "v_blast", "g_shotg", "v_shotg",