Several fixes

- Don't let Brutal Doom flashlight trigger haptics
- Haptic blip on item pickup
- Default world scale reduced slightly to 34
- HUD default tweak
This commit is contained in:
Simon 2020-04-13 16:50:59 +01:00
parent 7f3ed6be85
commit d960d4bcf7
7 changed files with 30 additions and 20 deletions

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@ -864,11 +864,6 @@ void setHMDPosition( float x, float y, float z, float yaw )
} }
} }
bool isMultiplayer()
{
return false;//Cvar_VariableValue("maxclients") > 1;
}
/* /*
======================== ========================

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@ -337,6 +337,8 @@ bool FMugShot::SetState(const char *state_name, bool wait_till_done, bool reset)
// //
//=========================================================================== //===========================================================================
extern "C" void QzDoom_Vibrate(float duration, int channel, float intensity );
CVAR(Bool,st_oldouch,false,CVAR_ARCHIVE) CVAR(Bool,st_oldouch,false,CVAR_ARCHIVE)
int FMugShot::UpdateState(player_t *player, StateFlags stateflags) int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
{ {
@ -348,6 +350,10 @@ int FMugShot::UpdateState(player_t *player, StateFlags stateflags)
{ {
if (player->bonuscount) if (player->bonuscount)
{ {
//Short haptic blip on pickup
QzDoom_Vibrate(80, 0, 1.0); // left
QzDoom_Vibrate(80, 1, 1.0); // right
SetState("grin", false); SetState("grin", false);
return 0; return 0;
} }

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@ -56,7 +56,7 @@ CVAR(Float, vr_ipd, 0.064f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // METERS
CVAR(Float, vr_screendist, 0.80f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS CVAR(Float, vr_screendist, 0.80f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
// default conversion between (vertical) DOOM units and meters // default conversion between (vertical) DOOM units and meters
CVAR(Float, vr_vunits_per_meter, 38.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS CVAR(Float, vr_vunits_per_meter, 34.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
CVAR(Float, vr_height_adjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS CVAR(Float, vr_height_adjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
CVAR(Int, vr_control_scheme, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Int, vr_control_scheme, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, vr_move_use_offhand, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Bool, vr_move_use_offhand, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
@ -68,8 +68,8 @@ CVAR(Int, vr_move_speed, 24, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, vr_run_multiplier, 1.6, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, vr_run_multiplier, 1.6, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
//HUD control //HUD control
CVAR(Float, vr_hud_scale, 0.5f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, vr_hud_scale, 0.3f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, vr_hud_stereo, 1.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, vr_hud_stereo, 1.8f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Float, vr_hud_rotate, 35.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, vr_hud_rotate, 35.f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, vr_hud_fixed_pitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Bool, vr_hud_fixed_pitch, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
CVAR(Bool, vr_hud_fixed_roll, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Bool, vr_hud_fixed_roll, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)

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@ -6771,22 +6771,25 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
MissileActor->Vel3DFromAngle(pitch, MissileActor->Speed); MissileActor->Vel3DFromAngle(pitch, MissileActor->Speed);
} }
//Haptics
long rightHanded = vr_control_scheme < 10;
QzDoom_Vibrate(150, rightHanded ? 1 : 0, 0.8);
if (weaponStabilised)
{
QzDoom_Vibrate(150, rightHanded ? 0 : 1, 0.6);
}
if (MissileActor->flags4 & MF4_SPECTRAL) if (MissileActor->flags4 & MF4_SPECTRAL)
{ {
MissileActor->SetFriendPlayer(source->player); MissileActor->SetFriendPlayer(source->player);
} }
if (P_CheckMissileSpawn (MissileActor, source->radius)) if (P_CheckMissileSpawn (MissileActor, source->radius))
{ {
//Could be the Brutal Doom flashlight!
if (MissileActor->DamageType.GetIndex() != 0)
{
//Haptics
long rightHanded = vr_control_scheme < 10;
QzDoom_Vibrate(150, rightHanded ? 1 : 0, 0.8);
if (weaponStabilised)
{
QzDoom_Vibrate(150, rightHanded ? 0 : 1, 0.6);
}
}
return MissileActor; return MissileActor;
} }
return NULL; return NULL;

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@ -99,6 +99,8 @@ void V_AddBlend (float r, float g, float b, float a, float v_blend[4])
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
extern "C" void QzDoom_Vibrate(float duration, int channel, float intensity );
void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend) void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int maxpainblend)
{ {
int cnt; int cnt;
@ -126,6 +128,10 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
{ {
cnt = CPlayer->bonuscount << 3; cnt = CPlayer->bonuscount << 3;
//Super short haptic blip on pickup
QzDoom_Vibrate(50, 0, 0.7); // left
QzDoom_Vibrate(50, 1, 0.7); // right
// [SP] Allow player to tone down intensity of pickup flash. // [SP] Allow player to tone down intensity of pickup flash.
cnt = (int)( cnt * pickup_fade_scalar ); cnt = (int)( cnt * pickup_fade_scalar );

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@ -2304,8 +2304,8 @@ OptionMenu VROptionsMenu protected
StaticText " " StaticText " "
Slider "VR HUD Scale", "vr_hud_scale", 0.05, 1.0, 0.05, 2 Slider "VR HUD Scale", "vr_hud_scale", 0.05, 1.0, 0.05, 2
Slider "VR HUD Stereo", "vr_hud_stereo", 0.05, 2.0, 0.05, 2 Slider "VR HUD Stereo", "vr_hud_stereo", 0.0, 3.0, 0.1, 2
Slider "VR HUD Pitch Rotate", "vr_hud_rotate", 0.0, 50.0, 2.0, 2 Slider "VR HUD Pitch Rotate", "vr_hud_rotate", 0.0, 50.0, 1.0, 2
Option "VR HUD Fix Pitch", "vr_hud_fixed_pitch", "OnOff" Option "VR HUD Fix Pitch", "vr_hud_fixed_pitch", "OnOff"
Option "VR HUD Fix Roll", "vr_hud_fixed_roll", "OnOff" Option "VR HUD Fix Roll", "vr_hud_fixed_roll", "OnOff"
} }

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