Few small fixes

back pack
don't fire haptics when enemies fire etc
This commit is contained in:
Simon 2020-07-10 22:46:52 +01:00
parent ff2c351549
commit 3bb4b5f274
4 changed files with 20 additions and 16 deletions

View file

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.rtcwquest"
android:versionCode="5"
android:versionName="0.5.0" android:installLocation="auto" >
android:versionCode="6"
android:versionName="0.6.0" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030001" android:required="true"/>

View file

@ -12,6 +12,7 @@ Authors : Simon Brown
#include <VrApi_SystemUtils.h>
#include <VrApi_Input.h>
#include <VrApi_Types.h>
#include <android/keycodes.h>
#include "VrInput.h"
#include "VrCvars.h"
@ -202,14 +203,14 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
} else{
if (dominantGripPushed) {
//Initiate knife from backpack mode
sendButtonActionSimple("weapon 0");
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
grabMeleeWeapon = 1;
}
}
} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
//Restores last used weapon
//Restores last used weapon if possible
sendButtonActionSimple("weaplastused");
grabMeleeWeapon = 0;
}
@ -263,7 +264,7 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
//in meantime, then it wouldn't stop the gun firing and it would get stuck
static bool firingPrimary = false;
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer && !vr.scopedweapon)
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer && !vr.scopedweapon && !grabMeleeWeapon)
{
//Fire Secondary
if (((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) !=
@ -288,7 +289,8 @@ void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew,
if ((pDominantTrackedRemoteNew->Buttons & domButton1) !=
(pDominantTrackedRemoteOld->Buttons & domButton1) &&
ducked != DUCK_CROUCHED) {
ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON : DUCK_NOTDUCKED;
ducked = (pDominantTrackedRemoteNew->Buttons & domButton1) ? DUCK_BUTTON
: DUCK_NOTDUCKED;
sendButtonAction("+movedown", (pDominantTrackedRemoteNew->Buttons & domButton1));
}

View file

@ -210,7 +210,7 @@ void Sys_PumpEvents( void );
#elif defined __axp__
#define CPUSTRING "linux-alpha"
#elif defined ARM
#define CPUSTRING "linux-arm"
#define CPUSTRING "Oculus Quest"
#else
#define CPUSTRING "linux-other"
#endif

View file

@ -959,11 +959,12 @@ void Bullet_Fire( gentity_t *ent, float spread, int damage ) {
LOGI("Bullet_Fire %i %i %i",(int)end[0],(int)end[1],(int)end[2]);
trap_Vibrate(100, gVR->right_handed ? 1 : 0, 1.0);
if (gVR->weapon_stabilised)
{
trap_Vibrate(100, gVR->right_handed ? 0 : 1, 0.7);
}
if (!ent->aiCharacter) {
trap_Vibrate(100, gVR->right_handed ? 1 : 0, 1.0);
if (gVR->weapon_stabilised) {
trap_Vibrate(100, gVR->right_handed ? 0 : 1, 0.7);
}
}
//If we have an autoaim target and player shooting..
if (g_autoAimEntity && !(ent->r.svFlags& SVF_CASTAI))
@ -1962,10 +1963,11 @@ void FireWeapon( gentity_t *ent ) {
case WP_PANZERFAUST:
ent->client->ps.classWeaponTime = level.time; // JPW NERVE
Weapon_RocketLauncher_Fire( ent, aimSpreadScale );
trap_Vibrate(200, gVR->right_handed ? 1 : 0, 1.0);
if (gVR->weapon_stabilised)
{
trap_Vibrate(200, gVR->right_handed ? 0 : 1, 0.7);
if (!ent->aiCharacter) {
trap_Vibrate(200, gVR->right_handed ? 1 : 0, 1.0);
if (gVR->weapon_stabilised) {
trap_Vibrate(200, gVR->right_handed ? 0 : 1, 0.7);
}
}
break;
case WP_GRENADE_LAUNCHER: