diff --git a/source/common/rendering/hwrenderer/data/hw_vrmodes.cpp b/source/common/rendering/hwrenderer/data/hw_vrmodes.cpp index 8d348474d..cd3a0d9b7 100644 --- a/source/common/rendering/hwrenderer/data/hw_vrmodes.cpp +++ b/source/common/rendering/hwrenderer/data/hw_vrmodes.cpp @@ -74,11 +74,9 @@ CVAR(Float, vr_units_per_meter, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METER CVAR(Float, vr_height_adjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS CVAR(Int, vr_control_scheme, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL) CVAR(Bool, vr_move_use_offhand, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) -CVAR(Bool, vr_teleport, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) -CVAR(Float, vr_weaponScale, 1.02f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, vr_weaponPitchAdjust, 20.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) -CVAR(Float, vr_weaponYawAdjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) -CVAR(Bool, vr_allowPitchOverride, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) +CVAR(Float, vr_weaponYawAdjust, 5.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) +CVAR(Bool, vr_allowPitchOverride, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, vr_snapTurn, 45.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Int, vr_move_speed, 19, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) CVAR(Float, vr_run_multiplier, 1.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) @@ -346,6 +344,7 @@ VSMatrix VREyeInfo::GetPlayerSpriteProjection(int width, int height) const float x, y, z, pitch, yaw; get_weapon_pos_and_angle(x, y, z, pitch, yaw); + z -= vr_height_adjust; // We don't want to include the height adjust in this calculation new_projection.translate(-x * weapon_stereo_effect, (z-hmdPosition[1]) * weapon_stereo_effect, -y * weapon_stereo_effect); if (vr_control_scheme < 10) @@ -353,14 +352,14 @@ VSMatrix VREyeInfo::GetPlayerSpriteProjection(int width, int height) const // Right-handed new_projection.rotate(weaponangles[YAW] - hmdorientation[YAW], 0, 1, 0); new_projection.rotate(weaponangles[PITCH], 1, 0, 0); - new_projection.rotate(rawcontrollerangles[ROLL], 0, 0, 1); + new_projection.rotate(weaponangles[ROLL], 0, 0, 1); } else { // Left-handed new_projection.rotate(180.0f + weaponangles[YAW] - hmdorientation[YAW], 0, 1, 0); new_projection.rotate(-weaponangles[PITCH], 1, 0, 0); - new_projection.rotate(-rawcontrollerangles[ROLL], 0, 0, 1); + new_projection.rotate(-weaponangles[ROLL], 0, 0, 1); } float weapon_scale = 0.6f; diff --git a/source/games/blood/src/player.cpp b/source/games/blood/src/player.cpp index b72e18d72..4ead9a4f5 100644 --- a/source/games/blood/src/player.cpp +++ b/source/games/blood/src/player.cpp @@ -1594,7 +1594,7 @@ void ProcessInput(PLAYER* pPlayer) if (crosshair) { crosshair->spr.picnum = kCrosshairTile; - crosshair->spr.scale = DVector2(0.4 + length / 512.0, 0.4 + length / 512.0); + crosshair->spr.scale = DVector2(0.55 + length / 512.0, 0.55 + length / 512.0); crosshair->spr.shade = -40; } }