rtcwquest/Projects/Android/jni/RTCWVR/VrInputDefault.c

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/************************************************************************************
Filename : VrInputDefault.c
Content : Handles default controller input
Created : August 2019
Authors : Simon Brown
*************************************************************************************/
#include <VrApi.h>
#include <VrApi_Helpers.h>
#include <VrApi_SystemUtils.h>
#include <VrApi_Input.h>
#include <VrApi_Types.h>
#include <android/keycodes.h>
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#include "VrInput.h"
#include "VrCvars.h"
#include "../rtcw/src/client/client.h"
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#define WP_AKIMBO 20
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void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule );
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void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking,
ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking,
int domButton1, int domButton2, int offButton1, int offButton2 )
{
//Ensure handedness is set correctly
vr.right_handed = vr_control_scheme->value < 10 ||
vr_control_scheme->value == 99; // Always right-handed for weapon calibration
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vr.teleportenabled = vr_teleport->integer != 0;
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static qboolean dominantGripPushed = false;
static float dominantGripPushTime = 0.0f;
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static bool canUseBackpack = false;
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//Need this for the touch screen
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ovrTracking * pWeapon = pDominantTracking;
ovrTracking * pOff = pOffTracking;
if (vr.weaponid == WP_AKIMBO &&
!vr.right_handed &&
!RTCWVR_useScreenLayer())
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{
//Revert to same weapon controls as right-handed if using akimbo
pWeapon = pOffTracking;
pOff = pDominantTracking;
}
{
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
vec3_t rotation = {0};
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rotation[PITCH] = 30;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife);
rotation[PITCH] = vr_weapon_pitchadjust->value;
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QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles);
VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta);
VectorCopy(vr.weaponangles, vr.weaponangles_last);
ALOGV(" weaponangles_last: %f, %f, %f",
vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
}
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//Menu button
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
static qboolean resetCursor = qtrue;
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if ( RTCWVR_useScreenLayer() )
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{
interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld);
resetCursor = qfalse;
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
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handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
}
else
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{
resetCursor = qtrue;
static bool canUseQuickSave = false;
if (pOffTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
canUseQuickSave = false;
}
else if (!canUseQuickSave) {
int channel = (vr_control_scheme->integer >= 10) ? 1 : 0;
RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
canUseQuickSave = true;
}
if (canUseQuickSave)
{
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
(pOffTrackedRemoteNew->Buttons & offButton1)) {
sendButtonActionSimple("savegame quicksave");
}
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
(pOffTrackedRemoteOld->Buttons & offButton2)) &&
(pOffTrackedRemoteNew->Buttons & offButton2)) {
sendButtonActionSimple("loadgame quicksave");
}
}
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float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) +
powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2));
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float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) +
powf(vr.hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(vr.hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2));
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//Turn on weapon stabilisation?
if ((pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_GripTrigger)) {
if (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger)
{
if (distance < 0.50f)
{
vr.weapon_stabilised = qtrue;
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}
}
else
{
vr.weapon_stabilised = qfalse;
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}
}
//Engage scope if conditions are right
qboolean scopeready = vr.weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE);
static qboolean lastScopeready = qfalse;
if (scopeready != lastScopeready) {
if (vr.scopedweapon && !vr.scopedetached) {
if (!vr.scopeengaged && scopeready) {
ALOGV("**WEAPON EVENT** trigger scope mode");
sendButtonActionSimple("weapalt");
}
else if (vr.scopeengaged && !scopeready) {
ALOGV("**WEAPON EVENT** disable scope mode");
sendButtonActionSimple("weapalt");
}
lastScopeready = scopeready;
}
}
static qboolean scopeEngaged = qfalse;
if (scopeEngaged != vr.scopeengaged)
{
scopeEngaged = vr.scopeengaged;
//Resync on either transition
RTCWVR_ResyncClientYawWithGameYaw();
}
static qboolean binocularstate = qfalse;
qboolean binocularsactive = (vr.hasbinoculars && vr.backpackitemactive == 3 &&
(distanceToHMD < BINOCULAR_ENGAGE_DISTANCE) &&
(pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)));
if (binocularstate != binocularsactive)
{
//Engage scope if conditions are right
binocularstate = binocularsactive;
sendButtonAction("+zoom", binocularstate);
}
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//dominant hand stuff first
{
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//Record recent weapon position for trajectory based stuff
for (int i = (NUM_WEAPON_SAMPLES-1); i != 0; --i)
{
VectorCopy(vr.weaponoffset_history[i-1], vr.weaponoffset_history[i]);
vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i-1];
}
VectorCopy(vr.weaponoffset, vr.weaponoffset_history[0]);
vr.weaponoffset_history_timestamp[0] = vr.weaponoffset_timestamp;
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///Weapon location relative to view
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vr.weaponoffset[0] = pWeapon->HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.weaponoffset[1] = pWeapon->HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vr.weaponoffset_timestamp = Sys_Milliseconds( );
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//Does weapon velocity trigger attack (knife) and is it fast enough
static qboolean velocityTriggeredAttack = false;
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if (vr.velocitytriggered)
{
static qboolean fired = qfalse;
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float velocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) +
powf(pWeapon->HeadPose.LinearVelocity.y, 2) +
powf(pWeapon->HeadPose.LinearVelocity.z, 2));
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velocityTriggeredAttack = (velocity > VELOCITY_TRIGGER);
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if (fired != velocityTriggeredAttack) {
ALOGV("**WEAPON EVENT** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack");
sendButtonAction("+attack", velocityTriggeredAttack);
fired = velocityTriggeredAttack;
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}
}
else if (velocityTriggeredAttack)
{
//send a stop attack as we have an unfinished velocity attack
velocityTriggeredAttack = qfalse;
ALOGV("**WEAPON EVENT** veocity triggered -attack");
sendButtonAction("+attack", velocityTriggeredAttack);
}
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if (vr.weapon_stabilised || vr.dualwield)
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{
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float z = pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z;
float x = pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x;
float y = pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y;
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float zxDist = length(x, z);
if (zxDist != 0.0f && z != 0.0f) {
if (vr.dualwield) {
//SUPER FUDGE
VectorSet(vr.weaponangles, vr.weaponangles[PITCH],
-90.0f-degrees(atan2f(x, -z)), degrees(atanf(y / zxDist)));
}
else
{
VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)),
-degrees(atan2f(x, -z)), vr.weaponangles[ROLL]);
}
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}
}
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static bool finishReloadNextFrame = false;
if (finishReloadNextFrame)
{
ALOGV("**WEAPON EVENT** -reload");
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sendButtonActionSimple("-reload");
finishReloadNextFrame = false;
}
if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) {
canUseBackpack = false;
}
else if (!canUseBackpack && vr.backpackitemactive == 0) {
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int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch
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canUseBackpack = true;
}
dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
ovrButton_GripTrigger) != 0;
bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons &
domButton1) != 0;
bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons &
domButton2) != 0;
if (!canUseBackpack)
{
if (dominantGripPushed) {
if (dominantGripPushTime == 0) {
dominantGripPushTime = GetTimeInMilliSeconds();
}
}
else
{
if (vr.backpackitemactive == 1) {
//Restores last used weapon if possible
char buffer[32];
sprintf(buffer, "weapon %i", vr.lastweaponid);
sendButtonActionSimple(buffer);
vr.backpackitemactive = 0;
}
else if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
vr_reloadtimeoutms->integer) {
sendButtonActionSimple("+reload");
finishReloadNextFrame = true;
}
dominantGripPushTime = 0;
}
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if (!dominantButton1Pushed && vr.backpackitemactive == 2)
{
char buffer[32];
sprintf(buffer, "weapon %i", vr.lastweaponid);
sendButtonActionSimple(buffer);
vr.backpackitemactive = 0;
}
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if (!dominantButton2Pushed && vr.backpackitemactive == 3)
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{
vr.backpackitemactive = 0;
}
} else {
if (vr.backpackitemactive == 0) {
if (dominantGripPushed) {
vr.lastweaponid = vr.weaponid;
//Initiate grenade from backpack mode
sendButtonActionSimple("weaponbank 6");
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
vr.backpackitemactive = 1;
}
else if (dominantButton1Pushed)
{
vr.lastweaponid = vr.weaponid;
//Initiate knife from backpack mode
sendButtonActionSimple("weapon 1");
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
vr.backpackitemactive = 2;
}
else if (dominantButton2Pushed && vr.hasbinoculars)
{
int channel = (vr_control_scheme->integer >= 10) ? 0 : 1;
RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched
vr.backpackitemactive = 3;
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}
}
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}
}
float controllerYawHeading = 0.0f;
//off-hand stuff
{
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vr.offhandoffset[0] = pOff->HeadPose.Pose.Position.x - vr.hmdposition[0];
vr.offhandoffset[1] = pOff->HeadPose.Pose.Position.y - vr.hmdposition[1];
vr.offhandoffset[2] = pOff->HeadPose.Pose.Position.z - vr.hmdposition[2];
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vec3_t rotation = {0};
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QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
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if (vr_walkdirection->value == 0) {
controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
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}
else
{
controllerYawHeading = 0.0f;
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}
}
//Right-hand specific stuff
{
//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
//player is facing for positional tracking
vec2_t v;
rotateAboutOrigin(-vr.hmdposition_delta[0] * vr_positional_factor->value,
vr.hmdposition_delta[2] * vr_positional_factor->value, - vr.hmdorientation[YAW], v);
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positional_movementSideways = v[0];
positional_movementForward = v[1];
ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
positional_movementSideways,
positional_movementForward);
//Jump (B Button)
if (vr.backpackitemactive != 2 && !canUseBackpack) {
handleTrackedControllerButton(pDominantTrackedRemoteNew,
pDominantTrackedRemoteOld, domButton2, K_SPACE);
}
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//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
static qboolean firing = false;
if (dominantGripPushed && vr.backpackitemactive == 0)
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{
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger))
{
if (!vr.scopedweapon) {
if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
ALOGV("**WEAPON EVENT** weapalt");
sendButtonActionSimple("weapalt");
}
else if (firing)
{
//no longer firing
firing = qfalse;
ALOGV("**WEAPON EVENT** Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
sendButtonAction("+attack", firing);
}
}
else if (vr.detachablescope)
{
if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
//See if we are able to detach the scope
ALOGV("**WEAPON EVENT** weapdetachscope");
sendButtonActionSimple("weapdetachscope");
}
}
else
{
//Just ignore grip and fire
firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
ALOGV("**WEAPON EVENT** Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
sendButtonAction("+attack", firing);
}
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}
}
else
{
//Fire Primary
if (vr.backpackitemactive != 3 && // Can't fire while holding binoculars
!vr.velocitytriggered && // Don't fire velocity triggered weapons
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(pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
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(pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) {
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ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-");
firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger);
sendButtonAction("+attack", firing);
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}
else if (binocularsactive) // trigger can zoom-in binoculars, remove from face to reset
{
static qboolean zoomin = true;
if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) {
sendButtonActionSimple(zoomin ? "weapnext" : "weapprev");
} else if (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)
{
zoomin = !zoomin;
}
}
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}
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//Duck with A
if (vr.backpackitemactive != 2 &&
!canUseBackpack &&
(pDominantTrackedRemoteNew->Buttons & domButton1) !=
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(pDominantTrackedRemoteOld->Buttons & domButton1) &&
ducked != DUCK_CROUCHED) {
ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON
: DUCK_NOTDUCKED;
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sendButtonAction("+movedown", (pDominantTrackedRemoteNew->Buttons & domButton1));
}
//Weapon/Inventory Chooser
static qboolean itemSwitched = false;
if (between(-0.2f, pDominantTrackedRemoteNew->Joystick.x, 0.2f) &&
(between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f) ||
between(-1.0f, pDominantTrackedRemoteNew->Joystick.y, -0.8f)))
{
if (!itemSwitched) {
if (between(0.8f, pDominantTrackedRemoteNew->Joystick.y, 1.0f))
{
sendButtonActionSimple("weapprev");
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}
else
{
sendButtonActionSimple("weapnext");
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}
itemSwitched = true;
}
} else {
itemSwitched = false;
}
}
//Left-hand specific stuff
{
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//"Use" (open doors etc)
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
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sendButtonAction("+activate",
(pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) ? 1 : 0);
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}
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//Apply a filter and quadratic scaler so small movements are easier to make
float dist = length(pOffTrackedRemoteNew->Joystick.x, pOffTrackedRemoteNew->Joystick.y);
float nlf = nonLinearFilter(dist);
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float x = nlf * pOffTrackedRemoteNew->Joystick.x;
float y = nlf * pOffTrackedRemoteNew->Joystick.y;
vr.player_moving = (fabs(x) + fabs(y)) > 0.05f;
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//Adjust to be off-hand controller oriented
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vec2_t v;
rotateAboutOrigin(x, y, controllerYawHeading, v);
//Move a lot slower if scope is engaged
remote_movementSideways = v[0] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
remote_movementForward = v[1] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value;
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ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
remote_movementSideways,
remote_movementForward);
if (!canUseQuickSave) {
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
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(pOffTrackedRemoteOld->Buttons & offButton1)) &&
(pOffTrackedRemoteNew->Buttons & offButton1)) {
if (dominantGripPushed) {
//If cheats enabled, give all weapons/pickups to player
Cbuf_AddText("give all\n");
} else {
vr.visible_hud = !vr.visible_hud;
}
}
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}
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//notebook
if (!canUseQuickSave) {
if (((pOffTrackedRemoteNew->Buttons & offButton2) !=
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(pOffTrackedRemoteOld->Buttons & offButton2)) &&
(pOffTrackedRemoteNew->Buttons & offButton2)) {
sendButtonActionSimple("notebook");
}
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}
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//Kick!
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) !=
(pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) {
sendButtonAction("+kick", (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick));
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}
//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
//in meantime, then it wouldn't stop the gun firing and it would get stuck
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if (!vr.teleportenabled)
{
//Run
handleTrackedControllerButton(pOffTrackedRemoteNew,
pOffTrackedRemoteOld,
ovrButton_Trigger, K_SHIFT);
} else {
if (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)
{
vr.teleportseek = qtrue;
}
else if (vr.teleportseek)
{
vr.teleportseek = qfalse;
vr.teleportexecute = vr.teleportready;
vr.teleportready = qfalse;
}
}
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//Resync Yaw on mounted gun transition
static int usingMountedGun = false;
if (vr.mountedgun != usingMountedGun)
{
resyncClientYawWithGameYaw = 10; // HACK
usingMountedGun = vr.mountedgun;
}
//No snap turn when using mounted gun
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static int increaseSnap = true;
if (!vr.mountedgun && !vr.scopeengaged) {
if (pDominantTrackedRemoteNew->Joystick.x > 0.7f) {
if (increaseSnap) {
snapTurn -= vr_snapturn_angle->value;
if (vr_snapturn_angle->value > 10.0f) {
increaseSnap = false;
}
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if (snapTurn < -180.0f) {
snapTurn += 360.f;
}
RTCWVR_ResyncClientYawWithGameYaw();
}
} else if (pDominantTrackedRemoteNew->Joystick.x < 0.3f) {
increaseSnap = true;
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}
static int decreaseSnap = true;
if (pDominantTrackedRemoteNew->Joystick.x < -0.7f) {
if (decreaseSnap) {
snapTurn += vr_snapturn_angle->value;
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//If snap turn configured for less than 10 degrees
if (vr_snapturn_angle->value > 10.0f) {
decreaseSnap = false;
}
if (snapTurn > 180.0f) {
snapTurn -= 360.f;
}
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RTCWVR_ResyncClientYawWithGameYaw();
}
} else if (pDominantTrackedRemoteNew->Joystick.x > -0.3f) {
decreaseSnap = true;
}
}
else {
if (fabs(pDominantTrackedRemoteNew->Joystick.x) > 0.5f) {
if (increaseSnap)
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{
RTCWVR_ResyncClientYawWithGameYaw();
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}
increaseSnap = false;
}
else
{
increaseSnap = true;
}
}
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}
updateScopeAngles();
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}
//Save state
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
}