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