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- added three variables to offset the position of the weapon in vr
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3 changed files with 12 additions and 6 deletions
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@ -58,6 +58,9 @@ vec3_t weaponangles;
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vec3_t weaponoffset;
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bool weaponStabilised;
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float vr_weapon_pitchadjust;
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float vr_weapon_offset_x;
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float vr_weapon_offset_y;
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float vr_weapon_offset_z;
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bool vr_moveuseoffhand;
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float vr_snapturn_angle;
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bool vr_switchsticks;
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@ -52,6 +52,9 @@ extern vec3_t weaponoffset;
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extern bool weaponStabilised;
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extern float vr_weapon_pitchadjust;
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extern float vr_weapon_offset_x;
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extern float vr_weapon_offset_y;
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extern float vr_weapon_offset_z;
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extern bool vr_moveuseoffhand;
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extern bool vr_switchsticks;
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extern bool vr_secondarybuttonmappings;
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@ -153,9 +153,9 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin
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//dominant hand stuff first
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{
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///Weapon location relative to view
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weaponoffset[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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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[0] = pDominantTracking->HeadPose.Pose.Position.x - hmdPosition[0] + vr_weapon_offset_x;
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weaponoffset[1] = pDominantTracking->HeadPose.Pose.Position.y - hmdPosition[1] + vr_weapon_offset_y;
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weaponoffset[2] = pDominantTracking->HeadPose.Pose.Position.z - hmdPosition[2] + vr_weapon_offset_z;
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vec2_t v;
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float yawRotation = getViewpointYaw() - hmdorientation[YAW];
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@ -190,9 +190,9 @@ void HandleInput_Default( int control_scheme, ovrInputStateGamepad *pFootTrackin
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//off-hand stuff
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{
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offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0];
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offhandoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1];
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offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2];
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offhandoffset[0] = pOffTracking->HeadPose.Pose.Position.x - hmdPosition[0] + vr_weapon_offset_x;
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offhandoffset[1] = pOffTracking->HeadPose.Pose.Position.y - hmdPosition[1] + vr_weapon_offset_y;
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offhandoffset[2] = pOffTracking->HeadPose.Pose.Position.z - hmdPosition[2] + vr_weapon_offset_z;
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vec2_t v;
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float yawRotation = getViewpointYaw() - hmdorientation[YAW];
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