Fixed laser lagging behind during movement

This commit is contained in:
Fighterguard 2024-10-16 00:23:33 +02:00
parent 3f79287af5
commit f664a51977
3 changed files with 6 additions and 4 deletions

View file

@ -800,6 +800,8 @@ CL_AddViewWeapon(player_state_t *ps, player_state_t *ops)
gun.flags = RF_MINLIGHT | RF_DEPTHHACK | RF_WEAPONMODEL; gun.flags = RF_MINLIGHT | RF_DEPTHHACK | RF_WEAPONMODEL;
gun.backlerp = 1.0f - cl.lerpfrac; gun.backlerp = 1.0f - cl.lerpfrac;
VectorCopy(gun.origin, gun.oldorigin); /* don't lerp at all */ VectorCopy(gun.origin, gun.oldorigin); /* don't lerp at all */
//HACK!
CL_UpdateLaserSightOrigins(/*gun.origin*/);
V_AddEntity(&gun); V_AddEntity(&gun);
} }

View file

@ -799,10 +799,6 @@ CL_BeginFrame(int packetdelta, int renderdelta, int timedelta, qboolean packetfr
VID_CheckChanges(); VID_CheckChanges();
CL_PredictMovement(); CL_PredictMovement();
//HACK!
CL_UpdateLaserSightOrigins();
if (!cl.refresh_prepped && (cls.state == ca_active)) { if (!cl.refresh_prepped && (cls.state == ca_active)) {
CL_PrepRefresh(); CL_PrepRefresh();
} }

View file

@ -538,6 +538,8 @@ trace_t CL_Trace (vec3_t start, vec3_t end, float size, int contentmask)
extern vec3_t weaponangles; extern vec3_t weaponangles;
extern vec3_t weaponoffset; extern vec3_t weaponoffset;
extern vec3_t hmdPosition;
extern cvar_t *vr_height_adjust;
void CL_UpdateLaserSightOrigins () void CL_UpdateLaserSightOrigins ()
{ {
@ -548,6 +550,8 @@ void CL_UpdateLaserSightOrigins ()
//At the point of calling this, the vieworg should already have the player height included //At the point of calling this, the vieworg should already have the player height included
convertFromVRtoQ2(weaponoffset, cl.refdef.vieworg, gunorigin); convertFromVRtoQ2(weaponoffset, cl.refdef.vieworg, gunorigin);
gunorigin[2] -= (QUAKE_MARINE_HEIGHT * vr_worldscale->value);
gunorigin[2] += ((hmdPosition[1] + vr_height_adjust->value) * vr_worldscale->value);
//gunorigin[2] += 1; // just add a little bit //gunorigin[2] += 1; // just add a little bit
AngleVectors(weaponangles, forward, right, NULL); AngleVectors(weaponangles, forward, right, NULL);