forgot to commit this before I released!, oh well, no bother
This commit is contained in:
Simon 2019-11-26 20:51:38 +00:00
parent abc715b644
commit f7d5c33bbc
8 changed files with 9 additions and 35 deletions

View file

@ -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"/>

View file

@ -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);

View file

@ -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;

View file

@ -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) !=

View file

@ -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)
{

View file

@ -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.

View file

@ -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
}

View file

@ -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"