mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-11-22 04:01:14 +00:00
Multiple Enhancements
* 3DoF tracking mode for those that don't like the movement that 6DoF introduces * BULLET-TIME mode (think SUPERHOT), time moves when you move
This commit is contained in:
parent
ebdcff18a9
commit
3f10549ded
7 changed files with 123 additions and 98 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.quakequest"
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android:versionCode="3"
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android:versionName="1.1.0" android:installLocation="auto" >
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android:versionCode="4"
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android:versionName="1.2.0" android:installLocation="auto" >
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<uses-sdk android:minSdkVersion="21" android:targetSdkVersion="25" />
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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@ -447,6 +447,7 @@ cvar_t cl_pitchmult = {CVAR_SAVE, "cl_pitchmult","1.0","Multiplier for yaw (leav
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cvar_t cl_controllerdeadzone = {0, "cl_controllerdeadzone","0.05","Amount of deadzone to prevent movement drift due to badly calibrated controller (0.0 to 1.0)"};
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cvar_t cl_righthanded = {CVAR_SAVE, "cl_righthanded","1","right-handed?"};
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cvar_t cl_weaponpitchadjust = {CVAR_SAVE, "cl_weaponpitchadjust","8.0","Weapon pitch adjustment"};
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cvar_t cl_trackingmode = {CVAR_SAVE, "cl_trackingmode","1","Tracking Mode:- 1 - 6DoF or 0 - 3DoF"};
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cvar_t cl_weapon_offset_ud = {CVAR_SAVE, "cl_weapon_offset_ud","0.0","up/down weapon offset (+ve move up)"};
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cvar_t cl_weapon_offset_lr = {CVAR_SAVE, "cl_weapon_offset_lr","0.0","left/right weapon offset (+ve move right)"};
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@ -2272,6 +2273,7 @@ void CL_InitInput (void)
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Cvar_RegisterVariable(&cl_weapon_offset_lr);
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Cvar_RegisterVariable(&cl_weapon_offset_fb);
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Cvar_RegisterVariable(&cl_weaponpitchadjust);
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Cvar_RegisterVariable(&cl_trackingmode);
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Cvar_RegisterVariable(&cl_movecliptokeyboard);
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Cvar_RegisterVariable(&cl_movement);
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@ -57,8 +57,6 @@ cvar_t m_side = {CVAR_SAVE, "m_side","0.8","mouse side speed multiplier"};
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cvar_t freelook = {CVAR_SAVE, "freelook", "1","mouse controls pitch instead of forward/back"};
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cvar_t cl_nosplashscreen = {CVAR_SAVE, "cl_nosplashscreen", "0", "prevents the credits splashscreen from being displayed on game start" };
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cvar_t cl_positionaltrackingmode = {CVAR_SAVE, "cl_positionaltrackingmode", "2", "0 - Pos Tracking Disabled, 1 - Camera Translation, 2 - Player Movement"};
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cvar_t cl_postrackmultiplier = {CVAR_SAVE, "cl_postrackmultiplier", "1.0", "Multiplies movement by a factor"};
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cvar_t cl_autodemo = {CVAR_SAVE, "cl_autodemo", "0", "records every game played, using the date/time and map name to name the demo file" };
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cvar_t cl_autodemo_nameformat = {CVAR_SAVE, "cl_autodemo_nameformat", "autodemos/%Y-%m-%d_%H-%M", "The format of the cl_autodemo filename, followed by the map name (the date is encoded using strftime escapes)" };
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@ -2510,8 +2508,6 @@ void CL_Init (void)
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Cvar_RegisterVariable (&cl_nosplashscreen);
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Cvar_RegisterVariable (&cl_positionaltrackingmode);
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Cvar_RegisterVariable (&cl_postrackmultiplier);
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Cvar_RegisterVariable (&cl_autodemo);
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Cvar_RegisterVariable (&cl_autodemo_nameformat);
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@ -31,7 +31,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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static cvar_t forceqmenu = { 0, "forceqmenu", "0", "enables the quake menu instead of the quakec menu.dat (if present)" };
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static cvar_t menu_progs = { 0, "menu_progs", "menu.dat", "name of quakec menu.dat file" };
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extern cvar_t cl_positionaltrackingmode;
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static int NehGameType;
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@ -53,6 +52,8 @@ extern cvar_t r_worldscale;
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extern cvar_t r_lasersight;
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extern cvar_t cl_righthanded;
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extern cvar_t cl_walkdirection;
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extern cvar_t cl_trackingmode;
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extern cvar_t bullettime;
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extern void BigScreenMode(int mode);
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@ -308,7 +309,6 @@ static void M_DrawTextBox(float x, float y, float width, float height)
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//int m_save_demonum;
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extern cvar_t cl_nosplashscreen;
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extern cvar_t cl_autocentreoffset;
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/*
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================
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@ -1733,16 +1733,7 @@ static void M_Menu_Options_AdjustSliders (int dir)
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{
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Cvar_SetValueQuick (&r_lasersight, (r_lasersight.integer+1) % 3);
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}
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else if (options_cursor == optnum++)
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{
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int newMode = cl_positionaltrackingmode.integer + dir;
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if (newMode == 3)
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newMode = 0;
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if (newMode == -1)
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newMode = 2;
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Cvar_SetValueQuick(&cl_positionaltrackingmode, newMode);
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}
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else if (options_cursor == optnum++) ;
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else if (options_cursor == optnum++)
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{
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cl_forwardspeed.value += dir * 10;
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@ -1849,7 +1840,7 @@ static void M_Options_Draw (void)
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M_Options_PrintCommand( " Controller Settings", true);
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M_Options_PrintCommand( " Open Quake Console", true);
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M_Options_PrintCommand( " Reset to defaults", true);
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M_Options_PrintCommand( " ", false);
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M_Options_PrintCheckbox(" BULLET-TIME Mode", true, bullettime.integer);
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M_Options_PrintCommand( " Key/Button Bindings", true);
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switch (r_lasersight.integer)
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{
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@ -1864,18 +1855,7 @@ static void M_Options_Draw (void)
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break;
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}
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switch (cl_positionaltrackingmode.integer)
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{
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case 0:
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M_Options_PrintCommand( " Positional Tracking: Disabled", true);
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break;
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case 1:
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M_Options_PrintCommand( " Positional Tracking: Camera Translate", true);
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break;
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case 2:
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M_Options_PrintCommand( " Positional Tracking: Player Movement", true);
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break;
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}
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M_Options_PrintCommand( " Positional Tracking: Enabled", false);
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M_Options_PrintSlider( " Player Movement Speed", true, cl_forwardspeed.value, 10, 500);
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M_Options_PrintCheckbox(" Show Framerate", true, showfps.integer);
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@ -1923,19 +1903,9 @@ static void M_Options_Key (int k, int ascii)
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case 3:
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M_Menu_Reset_f ();
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break;
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case 4: {
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if (bufOption==0) {
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Cbuf_AddText("deathmatch 1;map dpdm1");
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bufOption++;
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}
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else if (bufOption==1) {
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Cbuf_AddText("bots 3");
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bufOption++;
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}
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if (bufOption==2) {
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Cbuf_AddText("bots 0");
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bufOption=0;
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}
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case 4:
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{
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Cvar_SetValueQuick (&bullettime, (1-bullettime.integer));
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}
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break;
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case 5:
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@ -2211,7 +2181,7 @@ static void M_Menu_Options_Graphics_AdjustSliders (int dir)
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optnum = 0;
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if (options_graphics_cursor == optnum++) Cvar_SetValueQuick (&cl_autocentreoffset, bound(-200, cl_autocentreoffset.integer + dir * 5, 200));
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if (options_graphics_cursor == optnum++) ;
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else if (options_graphics_cursor == optnum++) Cvar_SetValueQuick (&r_coronas, bound(0, r_coronas.value + dir * 0.125, 4));
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else if (options_graphics_cursor == optnum++) Cvar_SetValueQuick (&gl_flashblend, !gl_flashblend.integer);
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else if (options_graphics_cursor == optnum++) Cvar_SetValueQuick (&r_shadow_gloss, bound(0, r_shadow_gloss.integer + dir, 2));
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@ -2249,7 +2219,7 @@ static void M_Options_Graphics_Draw (void)
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visible = (int)((menu_height - 32) / 8);
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opty = 32 - bound(0, optcursor - (visible >> 1), max(0, OPTIONS_GRAPHICS_ITEMS - visible)) * 8;
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M_Options_PrintSlider( " Lens Centre Offset", true, cl_autocentreoffset.integer, -200, 200);
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M_Options_PrintCommand( " ", false);
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M_Options_PrintSlider( " Corona Intensity", true, r_coronas.value, 0, 4);
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M_Options_PrintCheckbox(" Use Only Coronas", true, gl_flashblend.integer);
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M_Options_PrintSlider( " Gloss Mode", true, r_shadow_gloss.integer, 0, 2);
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@ -2989,7 +2959,7 @@ static void M_Reset_Draw (void)
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M_Print(8 + 4 * (linelength - 11), 16, "Press y / n");
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}
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#define YAWCONTROL_ITEMS 5
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#define YAWCONTROL_ITEMS 6
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static int controllermode_cursor;
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@ -3007,7 +2977,8 @@ static void M_Menu_Controller_AdjustSliders (int dir)
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optnum = 0;
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if (controllermode_cursor == optnum++) ;
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if (controllermode_cursor == optnum++) ;
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else if (controllermode_cursor == optnum++) ;
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else if (controllermode_cursor == optnum++) ;
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else if (controllermode_cursor == optnum++) ;
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else if (controllermode_cursor == optnum++ && cl_yawmode.integer == 1)
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@ -3069,15 +3040,19 @@ static void M_Menu_Controller_Key (int key, int ascii)
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case 'a':
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case K_LEFTARROW:
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if (controllermode_cursor == 0)
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if (controllermode_cursor == 0)
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{
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Cvar_SetValueQuick (&cl_trackingmode, 1 - cl_trackingmode.integer);
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}
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else if (controllermode_cursor == 1)
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{
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Cvar_SetValueQuick (&cl_walkdirection, 1 - cl_walkdirection.integer);
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}
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else if (controllermode_cursor == 1)
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else if (controllermode_cursor == 2)
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{
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Cvar_SetValueQuick (&cl_righthanded, 1 - cl_righthanded.integer);
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}
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else if (controllermode_cursor == 2)
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else if (controllermode_cursor == 3)
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{
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int newYawMode = cl_yawmode.integer;
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if (--newYawMode < 0)
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case 'd':
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case K_RIGHTARROW:
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if (controllermode_cursor == 0)
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if (controllermode_cursor == 0)
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{
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Cvar_SetValueQuick (&cl_trackingmode, 1 - cl_trackingmode.integer);
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}
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else if (controllermode_cursor == 1)
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{
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Cvar_SetValueQuick (&cl_walkdirection, 1 - cl_walkdirection.integer);
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}
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else if (controllermode_cursor == 1)
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else if (controllermode_cursor == 2)
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{
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Cvar_SetValueQuick (&cl_righthanded, 1 - cl_righthanded.integer);
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}
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else if (controllermode_cursor == 2)
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else if (controllermode_cursor == 3)
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{
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int newYawMode = cl_yawmode.integer;
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if (++newYawMode > 2)
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opty = 32 - bound(0, optcursor - (visible >> 1), max(0, YAWCONTROL_ITEMS - visible)) * 8;
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if (cl_trackingmode.integer == 0)
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M_Options_PrintCommand("Tracking Mode: 3DoF Weapon", true);
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else
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M_Options_PrintCommand("Tracking Mode: 6DoF Weapon", true);
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if (cl_walkdirection.integer == 0)
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M_Options_PrintCommand("Heading Mode: Off-hand Controller", true);
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else
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@ -3582,7 +3566,7 @@ static void M_Credits_Draw (void)
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" QQQQQQQQ QQQQQQQQ ",
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" QQQ QQQ ",
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" Q Q ",
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" Q Q v1.1.0 ");
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" Q Q v1.2.0 ");
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int i, l, linelength, firstline, lastline, lines;
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for (i = 0, linelength = 0, firstline = 9999, lastline = -1;m_credits_message[i];i++)
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@ -48,6 +48,7 @@ cvar_t pr_checkextension = {CVAR_READONLY, "pr_checkextension", "1", "indicates
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cvar_t samelevel = {CVAR_NOTIFY, "samelevel","0", "repeats same level if level ends (due to timelimit or someone hitting an exit)"};
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cvar_t skill = {0, "skill","1", "difficulty level of game, affects monster layouts in levels, 0 = easy, 1 = normal, 2 = hard, 3 = nightmare (same layout as hard but monsters fire twice)"};
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cvar_t slowmo = {0, "slowmo", "1.0", "controls game speed, 0.5 is half speed, 2 is double speed"};
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cvar_t bullettime = {0, "bullettime", "0", "Whether bullet-time mode is enabled"};
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cvar_t sv_accelerate = {0, "sv_accelerate", "1000", "rate at which a player accelerates to sv_maxspeed"};
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cvar_t sv_aim = {CVAR_SAVE, "sv_aim", "2", "maximum cosine angle for quake's vertical autoaim, a value above 1 completely disables the autoaim, quake used 0.93"};
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@ -458,6 +459,7 @@ void SV_Init (void)
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Cvar_RegisterVariable (&samelevel);
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Cvar_RegisterVariable (&skill);
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Cvar_RegisterVariable (&slowmo);
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Cvar_RegisterVariable (&bullettime);
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Cvar_RegisterVariable (&sv_accelerate);
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Cvar_RegisterVariable (&sv_aim);
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Cvar_RegisterVariable (&sv_airaccel_qw);
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@ -32,8 +32,6 @@ when crossing a water boudnary.
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*/
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cvar_t cl_autocentreoffset = {CVAR_SAVE, "cl_autocentreoffset", "0", "Additional lens offset (for difficult headets) from the centre to get images converging ok"};
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cvar_t cl_rollspeed = {0, "cl_rollspeed", "200", "how much strafing is necessary to tilt the view"};
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cvar_t cl_rollangle = {0, "cl_rollangle", "0.0", "how much to tilt the view when strafing"};
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@ -109,6 +107,8 @@ cvar_t chase_stevie = {0, "chase_stevie", "0", "(GOODVSBAD2 only) chase cam view
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cvar_t v_deathtilt = {0, "v_deathtilt", "1", "whether to use sideways view when dead"};
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cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "0", "what roll angle to use when tilting the view while dead"};
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cvar_t cl_weaponoffset = {CVAR_SAVE, "cl_weaponoffset", "0.15", "gun handedness offset"};
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// Prophecy camera pitchangle by Alexander "motorsep" Zubov
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cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
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@ -122,7 +122,8 @@ extern float hmdPosition[3];
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extern float playerHeight;
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extern cvar_t r_worldscale;
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extern cvar_t cl_positionaltrackingmode;
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extern cvar_t cl_trackingmode;
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extern cvar_t cl_righthanded;
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/*
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@ -569,12 +570,6 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
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viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
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vieworg[2] += viewheightavg;
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//OLD not required
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/* if (cl_positionaltrackingmode.integer == 2) {
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//Modify view origin with our positional offsets (multiplied by our world scale
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vieworg[2] += (worldPosition[1] * r_worldscale.value); // Up/Down
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}
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*/
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if (chase_active.value) {
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// observing entity from third person. Added "campitch" by Alexander "motorsep" Zubov
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@ -711,8 +706,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
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VectorCopy(viewangles, cl.gunangles_prev);
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VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
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// 3. calculate the RAW adjustment vectors
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/* gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
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// 3calculate the RAW adjustment vectors
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gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
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gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
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gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
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@ -731,13 +726,13 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
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// 5. use the adjusted vectors
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VectorAdd(vieworg, gunorg, gunorg);*/
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VectorAdd(vieworg, gunorg, gunorg);
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// bounded XY speed, used by several effects below
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xyspeed = bound (0, sqrt(clvelocity[0] * clvelocity[0] +
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clvelocity[1] * clvelocity[1]), 400);
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/* // vertical view bobbing code
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// vertical view bobbing code
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if (cl_bob.value && cl_bobcycle.value) {
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// LordHavoc: this code is *weird*, but not replacable (I think it
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// should be done in QC on the server, but oh well, quake is quake)
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@ -863,7 +858,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
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VectorMA (gunorg, bob, right, gunorg);
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bob = bspeed * cl_bobmodel_up.value * cl_viewmodel_scale.value * cos(s * 2) * t;
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VectorMA (gunorg, bob, up, gunorg);
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}*/
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}
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}
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}
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// calculate a view matrix for rendering the scene
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@ -876,24 +871,6 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
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v_idlescale.value * sin(cl.time * v_iroll_cycle.value) * v_iroll_level.value;
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}
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//Offset the camera
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{
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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[2] += ((hmdPosition[1] - playerHeight) * r_worldscale.value); // Up/Down
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}
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Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2],
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viewangles[0], viewangles[1], viewangles[2], 1);
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// calculate a viewmodel matrix for use in view-attached entities
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Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
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Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
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VectorSet(gunorg, vieworg[0] - weaponOffset[2] * r_worldscale.value,
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vieworg[1] - weaponOffset[0] * r_worldscale.value,
|
||||
vieworg[2] + weaponOffset[1] * r_worldscale.value);
|
||||
|
||||
//Custom scaling required
|
||||
float weaponScale = cl_viewmodel_scale.value;
|
||||
if (cl.stats[STAT_ACTIVEWEAPON] == IT_ROCKET_LAUNCHER ||
|
||||
|
@ -914,13 +891,58 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
|
|||
weaponScale = 0.5f;
|
||||
}
|
||||
|
||||
Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0],
|
||||
gunorg[1],
|
||||
gunorg[2],
|
||||
if (cl_trackingmode.integer == 0) //3DoF
|
||||
{
|
||||
{
|
||||
//Move gun to left or right depending on handedness
|
||||
vec3_t temp;
|
||||
vec3_t v;
|
||||
temp[0] = -0.3f * r_worldscale.value;
|
||||
temp[1] = ((cl_righthanded.integer ? 1.0f : -1.0f) * cl_weaponoffset.value * r_worldscale.value);
|
||||
temp[2] = 0.3f * r_worldscale.value;
|
||||
|
||||
matrix4x4_t matrix;
|
||||
Matrix4x4_CreateFromQuakeEntity(&matrix, 0.0f, 0.0f, 0.0f, 0.0f, viewangles[1], 0.0f, 1.0f);
|
||||
Matrix4x4_Transform(&matrix, temp, v);
|
||||
|
||||
vieworg[0] += v[0];
|
||||
vieworg[1] += v[1];
|
||||
vieworg[2] += v[2];
|
||||
}
|
||||
|
||||
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
|
||||
|
||||
// calculate a viewmodel matrix for use in view-attached entities
|
||||
Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
|
||||
Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
|
||||
}
|
||||
else //6DoF
|
||||
{
|
||||
//Offset the camera
|
||||
{
|
||||
vieworg[0] += (weaponOffset[2] * r_worldscale.value); // Forward/Back
|
||||
vieworg[1] += (weaponOffset[0] * r_worldscale.value); // Left/Right
|
||||
vieworg[2] += ((hmdPosition[1] - playerHeight) * r_worldscale.value); // Up/Down
|
||||
}
|
||||
|
||||
Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2],
|
||||
viewangles[0], viewangles[1], viewangles[2], 1);
|
||||
|
||||
// calculate a viewmodel matrix for use in view-attached entities
|
||||
Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
|
||||
Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
|
||||
|
||||
VectorSet(gunorg, vieworg[0] - weaponOffset[2] * r_worldscale.value,
|
||||
vieworg[1] - weaponOffset[0] * r_worldscale.value,
|
||||
vieworg[2] + weaponOffset[1] * r_worldscale.value);
|
||||
}
|
||||
|
||||
Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0],
|
||||
gunorg[1],
|
||||
gunorg[2],
|
||||
gunangles[0] - 3.0f,
|
||||
gunangles[1], 0.0f, weaponScale);
|
||||
|
||||
|
||||
VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
|
||||
VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
|
||||
|
||||
|
@ -1140,8 +1162,6 @@ void V_Init (void)
|
|||
Cvar_RegisterVariable (&v_idlescale);
|
||||
Cvar_RegisterVariable (&crosshair);
|
||||
|
||||
Cvar_RegisterVariable (&cl_autocentreoffset);
|
||||
|
||||
Cvar_RegisterVariable (&cl_rollspeed);
|
||||
Cvar_RegisterVariable (&cl_rollangle);
|
||||
Cvar_RegisterVariable (&cl_bob);
|
||||
|
@ -1199,6 +1219,8 @@ void V_Init (void)
|
|||
Cvar_RegisterVariable (&chase_pitchangle);
|
||||
Cvar_RegisterVariable (&chase_stevie);
|
||||
|
||||
Cvar_RegisterVariable (&cl_weaponoffset);
|
||||
|
||||
Cvar_RegisterVariable (&v_deathtilt);
|
||||
Cvar_RegisterVariable (&v_deathtiltangle);
|
||||
}
|
||||
|
|
|
@ -118,7 +118,6 @@ float positionDeltaThisFrame[3];
|
|||
extern cvar_t r_worldscale;
|
||||
extern cvar_t r_lasersight;
|
||||
extern cvar_t cl_forwardspeed;
|
||||
extern cvar_t cl_postrackmultiplier;
|
||||
extern cvar_t cl_walkdirection;
|
||||
extern cvar_t cl_controllerdeadzone;
|
||||
extern cvar_t cl_righthanded;
|
||||
|
@ -126,6 +125,9 @@ extern cvar_t cl_weapon_offset_ud;
|
|||
extern cvar_t cl_weapon_offset_lr;
|
||||
extern cvar_t cl_weapon_offset_fb;
|
||||
extern cvar_t cl_weaponpitchadjust;
|
||||
extern cvar_t slowmo;
|
||||
extern cvar_t bullettime;
|
||||
extern cvar_t cl_trackingmode;
|
||||
|
||||
extern int key_consoleactive;
|
||||
|
||||
|
@ -1113,6 +1115,11 @@ static ovrLayerProjection2 ovrRenderer_RenderFrame( ovrRenderer * renderer, cons
|
|||
QuatToYawPitchRoll(quatHmd, hmdorientation);
|
||||
setHMDPosition(positionHmd.x, positionHmd.y, positionHmd.z);
|
||||
|
||||
if (cl_trackingmode.integer == 0) {
|
||||
//Use hmd position for world position
|
||||
setWorldPosition(positionHmd.x, positionHmd.y, positionHmd.z);
|
||||
}
|
||||
|
||||
ALOGE(" HMD-Yaw: %f", hmdorientation[YAW]);
|
||||
ALOGE(" HMD-Position: %f, %f, %f", positionHmd.x, positionHmd.y, positionHmd.z);
|
||||
|
||||
|
@ -1701,9 +1708,12 @@ static void ovrApp_HandleInput( ovrApp * app )
|
|||
weaponOffset[1] = dominantRemoteTracking->HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
weaponOffset[2] = dominantRemoteTracking->HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
|
||||
setWorldPosition(dominantRemoteTracking->HeadPose.Pose.Position.x,
|
||||
dominantRemoteTracking->HeadPose.Pose.Position.y,
|
||||
dominantRemoteTracking->HeadPose.Pose.Position.z);
|
||||
if (cl_trackingmode.integer == 1) {
|
||||
//Use controller position for world position
|
||||
setWorldPosition(dominantRemoteTracking->HeadPose.Pose.Position.x,
|
||||
dominantRemoteTracking->HeadPose.Pose.Position.y,
|
||||
dominantRemoteTracking->HeadPose.Pose.Position.z);
|
||||
}
|
||||
|
||||
///Weapon location relative to view
|
||||
vec2_t v;
|
||||
|
@ -1770,7 +1780,7 @@ static void ovrApp_HandleInput( ovrApp * app )
|
|||
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
|
||||
//player is facing for positional tracking
|
||||
float multiplier = /*arbitrary value that works ->*/
|
||||
(2200.0f * cl_postrackmultiplier.value) / cl_forwardspeed.value;
|
||||
2200.0f / cl_forwardspeed.value;
|
||||
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
|
||||
|
@ -1932,6 +1942,15 @@ static void ovrApp_HandleInput( ovrApp * app )
|
|||
|
||||
QC_Analog(true, remote_movementSideways + positional_movementSideways,
|
||||
remote_movementForward + positional_movementForward);
|
||||
|
||||
|
||||
if (bullettime.integer)
|
||||
{
|
||||
float speed = sqrtf(powf(leftTrackedRemoteState_new.Joystick.x, 2) + powf(leftTrackedRemoteState_new.Joystick.y, 2));
|
||||
float movement = sqrtf(powf(positionDeltaThisFrame[0] * 50.0f, 2) + powf(positionDeltaThisFrame[2] * 50.0f, 2));
|
||||
speed = bound(0.04f, (speed > movement) ? speed : movement, 1.0f);
|
||||
Cvar_SetValueQuick(&slowmo, speed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue