Various things

just look at the code, it's obvious
This commit is contained in:
Simon 2023-06-26 22:40:39 +01:00
parent bdc83b3e64
commit 92bdafc4ba
2 changed files with 6 additions and 7 deletions

View file

@ -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;

View file

@ -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;
}
}