mirror of
https://github.com/DrBeef/Quake2Quest.git
synced 2024-11-10 06:41:53 +00:00
Oops...
forgot to commit this before I released!, oh well, no bother
This commit is contained in:
parent
abc715b644
commit
f7d5c33bbc
8 changed files with 9 additions and 35 deletions
|
@ -1,8 +1,8 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
|
||||
package="com.drbeef.quake2quest"
|
||||
android:versionCode="6"
|
||||
android:versionName="0.6.0" android:installLocation="auto" >
|
||||
android:versionCode="7"
|
||||
android:versionName="0.7.0" android:installLocation="auto" >
|
||||
|
||||
<!-- Tell the system this app requires OpenGL ES 3.1. -->
|
||||
<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
|
||||
|
|
|
@ -835,19 +835,6 @@ void setHMDPosition( float x, float y, float z, float yaw )
|
|||
if (!useScreenLayer())
|
||||
{
|
||||
playerYaw = yaw;
|
||||
|
||||
if (vr_enable_crouching->value > 0.0f && vr_enable_crouching->value < 0.98f) {
|
||||
//Do we trigger crouching based on player height?
|
||||
if (hmdPosition[1] < (playerHeight * vr_enable_crouching->value) &&
|
||||
ducked == DUCK_NOTDUCKED) {
|
||||
ducked = DUCK_CROUCHED;
|
||||
//sendButtonAction("+crouch", 1);
|
||||
} else if (hmdPosition[1] > (playerHeight * (vr_enable_crouching->value + 0.02f)) &&
|
||||
ducked == DUCK_CROUCHED) {
|
||||
ducked = DUCK_NOTDUCKED;
|
||||
//sendButtonAction("+crouch", 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1355,13 +1342,10 @@ void VR_Init()
|
|||
|
||||
//Create Cvars
|
||||
vr_snapturn_angle = Cvar_Get( "vr_snapturn_angle", "45", CVAR_ARCHIVE);
|
||||
vr_reloadtimeoutms = Cvar_Get( "vr_reloadtimeoutms", "200", CVAR_ARCHIVE);
|
||||
vr_positional_factor = Cvar_Get( "vr_positional_factor", "2000", CVAR_ARCHIVE);
|
||||
vr_walkdirection = Cvar_Get( "vr_walkdirection", "0", CVAR_ARCHIVE);
|
||||
vr_weapon_pitchadjust = Cvar_Get( "vr_weapon_pitchadjust", "-20.0", CVAR_ARCHIVE);
|
||||
vr_weapon_recoil = Cvar_Get( "vr_weapon_recoil", "0", CVAR_ARCHIVE);
|
||||
vr_control_scheme = Cvar_Get( "vr_control_scheme", "0", CVAR_ARCHIVE);
|
||||
vr_enable_crouching = Cvar_Get( "vr_enable_crouching", "0.85", CVAR_ARCHIVE);
|
||||
vr_height_adjust = Cvar_Get( "vr_height_adjust", "0.0", CVAR_ARCHIVE);
|
||||
vr_weaponscale = Cvar_Get( "vr_weaponscale", "0.56", CVAR_ARCHIVE);
|
||||
vr_weapon_stabilised = Cvar_Get( "vr_weapon_stabilised", "0.0", CVAR_LATCH);
|
||||
|
|
|
@ -1,12 +1,9 @@
|
|||
cvar_t *vr_snapturn_angle;
|
||||
cvar_t *vr_reloadtimeoutms;
|
||||
cvar_t *vr_positional_factor;
|
||||
cvar_t *vr_walkdirection;
|
||||
cvar_t *vr_weapon_pitchadjust;
|
||||
cvar_t *vr_weapon_recoil;
|
||||
cvar_t *vr_lasersight;
|
||||
cvar_t *vr_control_scheme;
|
||||
cvar_t *vr_enable_crouching;
|
||||
cvar_t *vr_height_adjust;
|
||||
cvar_t *vr_worldscale;
|
||||
cvar_t *vr_weaponscale;
|
||||
|
|
|
@ -193,16 +193,6 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
|
|||
//in meantime, then it wouldn't stop the gun firing and it would get stuck
|
||||
static bool firingPrimary = false;
|
||||
|
||||
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->value)
|
||||
{
|
||||
//Use Inventory Item
|
||||
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||||
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
|
||||
|
||||
sendButtonActionSimple("invuse");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Fire Primary
|
||||
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
|
||||
|
|
|
@ -1375,6 +1375,7 @@ void CL_AddPacketEntities (frame_t *frame)
|
|||
extern cvar_t *r_lefthand;
|
||||
extern cvar_t *vr_worldscale;
|
||||
extern cvar_t *vr_weaponscale;
|
||||
extern cvar_t *vr_height_adjust;
|
||||
extern vec3_t weaponangles;
|
||||
extern vec3_t weaponoffset;
|
||||
extern vec3_t hmdorientation;
|
||||
|
@ -1484,7 +1485,7 @@ void CL_AddViewWeapon (player_state_t *ps, player_state_t *ops)
|
|||
|
||||
//add player actual real world height - controller location is relative to HMD
|
||||
gun.origin[2] -= (QUAKE_MARINE_HEIGHT * vr_worldscale->value);
|
||||
gun.origin[2] += (hmdPosition[1] * vr_worldscale->value);
|
||||
gun.origin[2] += ((hmdPosition[1] + vr_height_adjust->value) * vr_worldscale->value);
|
||||
|
||||
if (gun_frame)
|
||||
{
|
||||
|
|
|
@ -517,6 +517,7 @@ V_RenderView
|
|||
|
||||
extern vec3_t hmdPosition;
|
||||
extern cvar_t *vr_worldscale;
|
||||
extern cvar_t *vr_height_adjust;
|
||||
|
||||
void V_RenderView( float stereo_separation )
|
||||
{
|
||||
|
@ -574,7 +575,7 @@ void V_RenderView( float stereo_separation )
|
|||
//subtract standard height of player
|
||||
cl.refdef.vieworg[2] -= (QUAKE_MARINE_HEIGHT * vr_worldscale->value);
|
||||
//add player actual real world height
|
||||
cl.refdef.vieworg[2] += (hmdPosition[1] * vr_worldscale->value);
|
||||
cl.refdef.vieworg[2] += ((hmdPosition[1] + vr_height_adjust->value) * vr_worldscale->value);
|
||||
|
||||
// never let it sit exactly on a node line, because a water plane can
|
||||
// dissapear when viewed with the eye exactly on it.
|
||||
|
|
|
@ -1577,6 +1577,7 @@ extern vec3_t weaponoffset;
|
|||
extern vec3_t hmdPosition;
|
||||
|
||||
extern cvar_t *vr_worldscale;
|
||||
extern cvar_t *vr_height_adjust;
|
||||
|
||||
void convertFromVRtoQ2(vec3_t in, vec3_t offset, vec3_t out)
|
||||
{
|
||||
|
@ -1611,7 +1612,7 @@ static void SV_SetWeapon_Client6DOF(edict_t *ent)
|
|||
origin[2] -= 48; //??
|
||||
}
|
||||
|
||||
origin[2] += (hmdPosition[1] * vr_worldscale->value);
|
||||
origin[2] += ((hmdPosition[1] + vr_height_adjust->value) * vr_worldscale->value);
|
||||
VectorAdd(weaponoffsetQ2, origin, ent->s.origin);
|
||||
VectorCopy(weaponangles, ent->client->v_angle); // use adjusted angles
|
||||
}
|
||||
|
|
|
@ -27,7 +27,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
|
||||
|
||||
//#define VERSION 3.21
|
||||
#define VERSION 0.6
|
||||
#define VERSION 0.7
|
||||
|
||||
#define BASEDIRNAME "baseq2"
|
||||
|
||||
|
|
Loading…
Reference in a new issue