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Corrected world scale issues
Align lightning with gun
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af4fa71858
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4 changed files with 9 additions and 7 deletions
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@ -1725,6 +1725,7 @@ void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end)
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//Use gun location as beam origin
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//Use gun location as beam origin
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VectorCopy(gunorg, start);
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VectorCopy(gunorg, start);
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start[2] -= 5.0f; // Hack to align lightning with gun
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if (cl_beams_instantaimhack.integer)
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if (cl_beams_instantaimhack.integer)
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{
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{
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@ -46,11 +46,11 @@ static qboolean r_loaddds;
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static qboolean r_savedds;
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static qboolean r_savedds;
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static qboolean r_gpuskeletal;
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static qboolean r_gpuskeletal;
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cvar_t r_worldscale = {CVAR_SAVE, "r_worldscale", "40", "World scale multiplier (default is 40)"};
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cvar_t r_worldscale = {CVAR_SAVE, "r_worldscale", "30", "World scale multiplier (default is 30)"};
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float GetStereoSeparation()
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float GetStereoSeparation()
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{
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{
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return r_worldscale.value * 0.065;
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return r_worldscale.value * 0.065f;
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}
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}
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@ -75,7 +75,7 @@ cvar_t cl_followmodel_up_highpass1 = {CVAR_SAVE, "cl_followmodel_up_highpass1",
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cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
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cvar_t cl_followmodel_up_highpass = {CVAR_SAVE, "cl_followmodel_up_highpass", "2", "gun following upward highpass in 1/s"};
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cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
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cvar_t cl_followmodel_up_lowpass = {CVAR_SAVE, "cl_followmodel_up_lowpass", "10", "gun following upward lowpass in 1/s"};
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cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.65", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
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cvar_t cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.45", "changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible"};
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cvar_t v_kicktime = {0, "v_kicktime", "0.0", "how long a view kick from damage lasts"};
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cvar_t v_kicktime = {0, "v_kicktime", "0.0", "how long a view kick from damage lasts"};
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cvar_t v_kickroll = {0, "v_kickroll", "0.0", "how much a view kick from damage rolls your view"};
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cvar_t v_kickroll = {0, "v_kickroll", "0.0", "how much a view kick from damage rolls your view"};
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@ -880,7 +880,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
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{
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{
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vieworg[0] += (weaponOffset[2] * r_worldscale.value); // Forward/Back
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vieworg[0] += (weaponOffset[2] * r_worldscale.value); // Forward/Back
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vieworg[1] += (weaponOffset[0] * r_worldscale.value); // Left/Right
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vieworg[1] += (weaponOffset[0] * r_worldscale.value); // Left/Right
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vieworg[2] += (((hmdPosition[1] - playerHeight) + 0.4f) * r_worldscale.value); // Up/Down - Make played a bit taller
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vieworg[2] += ((hmdPosition[1] - playerHeight) * r_worldscale.value); // Up/Down
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}
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}
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Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2],
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Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2],
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@ -897,7 +897,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
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Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0],
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Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0],
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gunorg[1],
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gunorg[1],
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gunorg[2],
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gunorg[2],
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gunangles[0],
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gunangles[0] - 3.0f,
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gunangles[1], 0.0f, cl_viewmodel_scale.value);
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gunangles[1], 0.0f, cl_viewmodel_scale.value);
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@ -1556,6 +1556,7 @@ static void ovrApp_HandleInput( ovrApp * app )
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controllerYawHeading = controllerAngles[YAW] - gunangles[YAW] + yawOffset;
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controllerYawHeading = controllerAngles[YAW] - gunangles[YAW] + yawOffset;
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hmdYawHeading = hmdorientation[YAW] - gunangles[YAW] + yawOffset;
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hmdYawHeading = hmdorientation[YAW] - gunangles[YAW] + yawOffset;
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#ifndef NDEBUG
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//Change heading mode on click of off=hand joystick
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//Change heading mode on click of off=hand joystick
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if ((offHandTrackedRemoteState->Buttons & ovrButton_Joystick) && bigScreen == 0 &&
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if ((offHandTrackedRemoteState->Buttons & ovrButton_Joystick) && bigScreen == 0 &&
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(offHandTrackedRemoteState->Buttons & ovrButton_Joystick) != (offHandTrackedRemoteStateOld->Buttons & ovrButton_Joystick))
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(offHandTrackedRemoteState->Buttons & ovrButton_Joystick) != (offHandTrackedRemoteStateOld->Buttons & ovrButton_Joystick))
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@ -1567,7 +1568,7 @@ static void ovrApp_HandleInput( ovrApp * app )
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SCR_CenterPrint("Heading Mode: Direction of off-hand controller");
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SCR_CenterPrint("Heading Mode: Direction of off-hand controller");
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}
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}
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}
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}
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#endif
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}
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}
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//Right-hand specific stuff
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//Right-hand specific stuff
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@ -1577,7 +1578,7 @@ static void ovrApp_HandleInput( ovrApp * app )
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//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
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//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
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//player is facing for positional tracking
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//player is facing for positional tracking
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float multiplier = /*arbitrary value that works ->*/
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float multiplier = /*arbitrary value that works ->*/
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(2500.0f * cl_postrackmultiplier.value) / cl_forwardspeed.value;
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(2200.0f * cl_postrackmultiplier.value) / cl_forwardspeed.value;
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vec2_t v;
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vec2_t v;
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rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier, positionDeltaThisFrame[2] * multiplier, -hmdorientation[YAW], v);
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rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier, positionDeltaThisFrame[2] * multiplier, -hmdorientation[YAW], v);
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