diff --git a/Projects/Android/jni/QzDoom/VrInputDefault.c b/Projects/Android/jni/QzDoom/VrInputDefault.c index c92a9bc..390a168 100644 --- a/Projects/Android/jni/QzDoom/VrInputDefault.c +++ b/Projects/Android/jni/QzDoom/VrInputDefault.c @@ -145,15 +145,11 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1]; weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2]; - { - vec2_t v; - float yawRotation = cinemamode ? getViewpointYaw() - hmdorientation[YAW] : - doomYaw - hmdorientation[YAW]; - rotateAboutOrigin(weaponoffset[0], weaponoffset[2], - -yawRotation, v); - weaponoffset[0] = v[1]; - weaponoffset[2] = v[0]; - } + vec2_t v; + float yawRotation = getViewpointYaw() - hmdorientation[YAW]; + rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -yawRotation, v); + weaponoffset[0] = v[1]; + weaponoffset[2] = v[0]; //Set gun angles const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation; @@ -187,8 +183,8 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2]; vec2_t v; - rotateAboutOrigin(offhandoffset[0], offhandoffset[2], -(doomYaw - hmdorientation[YAW]), - v); + float yawRotation = getViewpointYaw() - hmdorientation[YAW]; + rotateAboutOrigin(offhandoffset[0], offhandoffset[2], -yawRotation, v); offhandoffset[0] = v[1]; offhandoffset[2] = v[0];