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trying to sort attack angle
still not quite right for some reason
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2 changed files with 5 additions and 1 deletions
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@ -30,6 +30,7 @@ void HandleInput_Default( int control_scheme, ovrInputStateTrackedRemote *pDomin
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{
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//Menu button - invoke menu
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, KEY_ESCAPE);
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handleTrackedControllerButton(&rightTrackedRemoteState_new, &rightTrackedRemoteState_old, ovrButton_Enter, KEY_ESCAPE); // For users who have switched the buttons
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if (getGameState() != 0 || getMenuState() == 1) // If getMenuState returns 2, then we are waiting for a key mapping input, so send normal keymappings, don't send these
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{
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@ -1002,6 +1002,8 @@ static int hasBuddha(player_t *player)
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return 0;
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}
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extern "C" float getViewpointYaw();
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// Returns the amount of damage actually inflicted upon the target, or -1 if
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// the damage was cancelled.
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static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage, FName mod, int flags, DAngle angle, bool& needevent)
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@ -1357,7 +1359,8 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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QzDoom_Vibrate(200, 0, level); // left
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QzDoom_Vibrate(200, 1, level); // right
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DAngle attackAngle = angle.Degrees - player->mo->Angles.Yaw;
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//Blargh?!
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DAngle attackAngle = (90 + angle.Degrees) - getViewpointYaw();
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if (mod == NAME_None)
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{
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