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- fixed wrong offhandoffset X, Y position when in cinema mode
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8526c3890d
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1 changed files with 7 additions and 11 deletions
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@ -145,15 +145,11 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin
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weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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{
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vec2_t v;
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vec2_t v;
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float yawRotation = cinemamode ? getViewpointYaw() - hmdorientation[YAW] :
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float yawRotation = getViewpointYaw() - hmdorientation[YAW];
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doomYaw - hmdorientation[YAW];
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rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -yawRotation, v);
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rotateAboutOrigin(weaponoffset[0], weaponoffset[2],
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-yawRotation, v);
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weaponoffset[0] = v[1];
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weaponoffset[0] = v[1];
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weaponoffset[2] = v[0];
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weaponoffset[2] = v[0];
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}
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//Set gun angles
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//Set gun angles
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const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation;
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const ovrQuatf quatRemote = pDominantTracking->HeadPose.Pose.Orientation;
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@ -187,8 +183,8 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin
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offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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vec2_t v;
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vec2_t v;
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rotateAboutOrigin(offhandoffset[0], offhandoffset[2], -(doomYaw - hmdorientation[YAW]),
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float yawRotation = getViewpointYaw() - hmdorientation[YAW];
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v);
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rotateAboutOrigin(offhandoffset[0], offhandoffset[2], -yawRotation, v);
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offhandoffset[0] = v[1];
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offhandoffset[0] = v[1];
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offhandoffset[2] = v[0];
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offhandoffset[2] = v[0];
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