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Various things
just look at the code, it's obvious
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2 changed files with 6 additions and 7 deletions
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@ -74,11 +74,9 @@ CVAR(Float, vr_units_per_meter, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METER
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CVAR(Float, vr_height_adjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
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CVAR(Float, vr_height_adjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // METERS
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CVAR(Int, vr_control_scheme, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CVAR(Int, vr_control_scheme, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
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CVAR(Bool, vr_move_use_offhand, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_move_use_offhand, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_teleport, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponScale, 1.02f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponPitchAdjust, 20.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponPitchAdjust, 20.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponYawAdjust, 0.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_weaponYawAdjust, 5.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_allowPitchOverride, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Bool, vr_allowPitchOverride, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_snapTurn, 45.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_snapTurn, 45.0f, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, vr_move_speed, 19, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Int, vr_move_speed, 19, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_run_multiplier, 1.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, vr_run_multiplier, 1.5, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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@ -346,6 +344,7 @@ VSMatrix VREyeInfo::GetPlayerSpriteProjection(int width, int height) const
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float x, y, z, pitch, yaw;
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float x, y, z, pitch, yaw;
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get_weapon_pos_and_angle(x, y, z, pitch, yaw);
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get_weapon_pos_and_angle(x, y, z, pitch, yaw);
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z -= vr_height_adjust; // We don't want to include the height adjust in this calculation
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new_projection.translate(-x * weapon_stereo_effect, (z-hmdPosition[1]) * weapon_stereo_effect, -y * weapon_stereo_effect);
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new_projection.translate(-x * weapon_stereo_effect, (z-hmdPosition[1]) * weapon_stereo_effect, -y * weapon_stereo_effect);
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if (vr_control_scheme < 10)
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if (vr_control_scheme < 10)
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@ -353,14 +352,14 @@ VSMatrix VREyeInfo::GetPlayerSpriteProjection(int width, int height) const
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// Right-handed
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// Right-handed
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new_projection.rotate(weaponangles[YAW] - hmdorientation[YAW], 0, 1, 0);
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new_projection.rotate(weaponangles[YAW] - hmdorientation[YAW], 0, 1, 0);
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new_projection.rotate(weaponangles[PITCH], 1, 0, 0);
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new_projection.rotate(weaponangles[PITCH], 1, 0, 0);
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new_projection.rotate(rawcontrollerangles[ROLL], 0, 0, 1);
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new_projection.rotate(weaponangles[ROLL], 0, 0, 1);
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}
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}
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else
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else
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{
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{
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// Left-handed
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// Left-handed
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new_projection.rotate(180.0f + weaponangles[YAW] - hmdorientation[YAW], 0, 1, 0);
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new_projection.rotate(180.0f + weaponangles[YAW] - hmdorientation[YAW], 0, 1, 0);
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new_projection.rotate(-weaponangles[PITCH], 1, 0, 0);
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new_projection.rotate(-weaponangles[PITCH], 1, 0, 0);
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new_projection.rotate(-rawcontrollerangles[ROLL], 0, 0, 1);
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new_projection.rotate(-weaponangles[ROLL], 0, 0, 1);
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}
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}
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float weapon_scale = 0.6f;
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float weapon_scale = 0.6f;
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@ -1594,7 +1594,7 @@ void ProcessInput(PLAYER* pPlayer)
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if (crosshair)
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if (crosshair)
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{
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{
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crosshair->spr.picnum = kCrosshairTile;
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crosshair->spr.picnum = kCrosshairTile;
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crosshair->spr.scale = DVector2(0.4 + length / 512.0, 0.4 + length / 512.0);
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crosshair->spr.scale = DVector2(0.55 + length / 512.0, 0.55 + length / 512.0);
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crosshair->spr.shade = -40;
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crosshair->spr.shade = -40;
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}
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}
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}
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}
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