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Couple of Blood fixes
- Projectile and crosshair origin now correct - Don't shift view up/down in relation to pitch - Version number update
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3 changed files with 7 additions and 4 deletions
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@ -44,7 +44,7 @@ const char *GetVersionString();
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#define VERSIONSTR "1.7pre"
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#define RAZEXR_VERSIONSTR "RazeXR 0.2.5"
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#define RAZEXR_VERSIONSTR "RazeXR 0.2.6"
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// The version as seen in the Windows resource
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#define RC_FILEVERSION 1,6,9999,0
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@ -1541,7 +1541,7 @@ void ProcessInput(PLAYER* pPlayer)
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get_weapon_pos_and_angle(px, py, pz, pitch, yaw);
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//Position for crosshair calculation
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DVector3 spos = actor->spr.pos.plusZ(-((pz * vr_hunits_per_meter()) + actor->viewzoffset));
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DVector3 spos = actor->spr.pos.plusZ(-((pz * vr_hunits_per_meter()) + actor->viewzoffset - pPosture->weaponAboveZ));
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posXY = DVector2(px * vr_hunits_per_meter(), py * vr_hunits_per_meter()).Rotated(-DAngle90 + actor->spr.Angles.Yaw);
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spos.X -= posXY.X;
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spos.Y -= posXY.Y;
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@ -1549,7 +1549,8 @@ void ProcessInput(PLAYER* pPlayer)
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//Update player angles and position for shooting
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actor->spr.pos.X -= posXY.X;
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actor->spr.pos.Y -= posXY.Y;
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pPlayer->zWeapon = actor->spr.pos.Z - ((pz * vr_hunits_per_meter()) + actor->viewzoffset);
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pPlayer->zWeapon = actor->spr.pos.Z - ((pz * vr_hunits_per_meter()) + actor->viewzoffset - pPosture->weaponAboveZ);
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actor->spr.Angles.Yaw += DAngle::fromDeg(yaw);
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actor->spr.Angles.Pitch -= DAngle::fromDeg(pitch);
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pPlayer->slope = actor->spr.Angles.Pitch.Tan();
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@ -489,7 +489,9 @@ static void SetupView(PLAYER* pPlayer, DVector3& cPos, DRotator& cAngles, sector
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{
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cPos.Z += bobHeight;
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}
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cPos.Z -= 10. * (cAngles.Pitch / DAngle90);
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//Don't do this in VR, feels weird
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// cPos.Z -= 10. * (cAngles.Pitch / DAngle90);
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}
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else
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{
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