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https://github.com/DrBeef/QuakeQuest.git
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Weapon Scaling / Keyboard Input
Improved the scaling of the weapons so they look much better Now made it possible to join multiplayer servers using the keyboard input
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5baf3c8f3d
commit
ebdcff18a9
2 changed files with 32 additions and 10 deletions
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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_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", "0.45", "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 cl_viewmodel_scale = {0, "cl_viewmodel_scale", "0.6", "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_kickroll = {0, "v_kickroll", "0.0", "how much a view kick from damage rolls your view"};
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@ -894,11 +894,31 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
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vieworg[1] - weaponOffset[0] * r_worldscale.value,
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vieworg[2] + weaponOffset[1] * r_worldscale.value);
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//Custom scaling required
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float weaponScale = cl_viewmodel_scale.value;
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if (cl.stats[STAT_ACTIVEWEAPON] == IT_ROCKET_LAUNCHER ||
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cl.stats[STAT_ACTIVEWEAPON] == IT_AXE)
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{
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weaponScale = 0.45f;
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}
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else if (cl.stats[STAT_ACTIVEWEAPON] == IT_SUPER_SHOTGUN)
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{
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weaponScale = 1.0f;
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}
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else if (cl.stats[STAT_ACTIVEWEAPON] == IT_SUPER_NAILGUN)
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{
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weaponScale = 0.4f;
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}
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else if (cl.stats[STAT_ACTIVEWEAPON] == IT_NAILGUN)
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{
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weaponScale = 0.5f;
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}
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Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0],
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gunorg[1],
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gunorg[2],
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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, weaponScale);
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VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
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@ -1465,8 +1465,8 @@ int left_grid = 0;
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char left_lower[3][10] = {"bcfihgdae", "klorqpmjn", "tuwzyxvs "};
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char left_shift[3][10] = {"BCFIHGDAE", "KLORQPMJN", "TUWZYXVS "};
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int right_grid = 0;
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char right_lower[2][10] = {"236987415", "+-)]&[(?#"};
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char right_shift[2][10] = {"\"*:|.~_/0", "%^}>,<{\\@"};
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char right_lower[2][10] = {"236987415", "+-)]&[(?0"};
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char right_shift[2][10] = {"\"*:|._~/#", "%^}>,<{\\@"};
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char left_grid_map[2][3][3][8] = {
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{
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@ -1498,10 +1498,10 @@ char left_grid_map[2][3][3][8] = {
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char right_grid_map[2][3][2][8] = {
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{
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{
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"1 2 3", "? + -"
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"1 2 3", "? + -"
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},
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{
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"4 5 6", "( # )"
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"4 5 6", "( 0 )"
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},
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{
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"7 8 9", "[ & ]"
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@ -1512,10 +1512,10 @@ char right_grid_map[2][3][2][8] = {
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"/ \" *", "\\ % ^"
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},
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{
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"_ 0 :", "{ @ }"
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"~ # :", "{ @ }"
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},
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{
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"~ . |", "< , >"
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"_ . |", "< , >"
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},
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}
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};
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@ -1666,13 +1666,15 @@ static void ovrApp_HandleInput( ovrApp * app )
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//Use Left Character
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if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
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QC_KeyEvent((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) > 0 ? 1 : 0, 0, left_char);
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QC_KeyEvent((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) > 0 ? 1 : 0,
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left_char, left_char);
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}
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//Use Right Character
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if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
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(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
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QC_KeyEvent((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) > 0 ? 1 : 0, 0, right_char);
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QC_KeyEvent((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) > 0 ? 1 : 0,
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right_char, right_char);
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}
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if (textInput) {
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