Quick Save and Scope Mode Fix

Reinstated Quick Save and Load to be an offhand backpack reach.
Added a fallback check so people don't get stuck in scoped mode.
This commit is contained in:
Grant Bagwell 2022-02-25 17:13:07 +01:00
parent de64e051f1
commit 893463afad
2 changed files with 82 additions and 26 deletions

View file

@ -51,6 +51,9 @@ typedef struct {
qboolean velocitytriggered; // Weapon attack triggered by velocity (knife)
vec3_t offhandangles;
vec3_t offhandangles_last; // Don't use this, it is just for calculating delta!
vec3_t offhandangles_delta;
vec3_t offhandoffset;
//

View file

@ -120,6 +120,13 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
ALOGV(" weaponangles_last: %f, %f, %f",
vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]);
//GB Also set offhand angles just in case we want to use those.
vec3_t rotation_off = {0};
rotation_off[PITCH] = vr_weapon_pitchadjust->value;
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation_off, vr.offhandangles);
VectorSubtract(vr.offhandangles_last, vr.offhandangles, vr.offhandangles_delta);
VectorCopy(vr.offhandangles, vr.offhandangles_last);
}
//Menu button
@ -147,6 +154,11 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
powf(vr.hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) +
powf(vr.hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2));
float distanceToHMDOff = sqrtf(powf(vr.hmdposition[0] - pOff->HeadPose.Pose.Position.x, 2) +
powf(vr.hmdposition[1] - pOff->HeadPose.Pose.Position.y, 2) +
powf(vr.hmdposition[2] - pOff->HeadPose.Pose.Position.z, 2));
float controllerYawHeading = 0.0f;
//Turn on weapon stabilisation?
qboolean stabilised = qfalse;
if (!vr.pistol && // Don't stabilise pistols
@ -174,6 +186,14 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
}
}
//ALOGV("**GB WEAPON ACTIVE** %i",vr.weaponid);
if(!scopeready && vr.weaponid >= 15 && vr.weaponid <= 17)
{
lastScopeReady = false;
ALOGV("**WEAPON EVENT** disable scope mode forced");
sendButtonActionSimple("weapalt");
}
//Engage scope / virtual stock (iron sight lock) if conditions are right
static qboolean scopeEngaged = qfalse;
if (scopeEngaged != vr.scopeengaged)
@ -327,18 +347,68 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
bpTrackOk, bpDistToHMDOk, bpWeaponHeightOk, bpWeaponAngleOk, bpHmdToWeaponAngleOk);
*/
// Check quicksave
if (!handInBackpack) {
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;
//off-hand stuff (done here as I reference it in the save state thing
{
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];
vec3_t rotation = {0};
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
if (vr_walkdirection->value == 0) {
controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
}
else
{
controllerYawHeading = 0.0f;
}
}
if (canUseQuickSave)
// Use off hand as well to trigger save condition
canUseQuickSave = false;
bool bpOffhandDistToHMDOk = false, bpOffhandHeightOk = false, bpOffhandAngleOk = false, bpHmdToOffhandAngleOk = false;
vec3_t offhandForwardXY = {};
float hmdToOffhandDotProduct = 0;
float offhandToDownAngle = 0;
if (bpTrackOk && (bpOffhandDistToHMDOk = distanceToHMDOff >= 0.2 && distanceToHMDOff <= 0.35) // 2) Off-to-HMD distance must be within <0.2-0.35> range
&& (bpOffhandHeightOk = vr.offhandoffset[1] >= -0.10 && vr.offhandoffset[1] <= 0.10)) // 3) Offhand height in relation to HMD must be within <-0.10, 0.10> range
{
//Need to do this again as might not have done it above and cant be bothered to refactor
AngleVectors(vr.hmdorientation, hmdForwardXY, NULL, NULL);
AngleVectors(vr.offhandangles, offhandForwardXY, NULL, NULL);
offhandToDownAngle = AngleBetweenVectors(downVector, offhandForwardXY);
// 4) Angle between weapon forward vector and a down vector must be within 80-140 degrees
if(bpOffhandAngleOk = offhandToDownAngle >= 80.0 && offhandToDownAngle <= 140.0)
{
hmdForwardXY[2] = 0;
VectorNormalize(hmdForwardXY);
offhandForwardXY[2] = 0;
VectorNormalize(offhandForwardXY);
hmdToOffhandDotProduct = DotProduct(hmdForwardXY, offhandForwardXY);
// 5) HMD and weapon forward on XY plane must go in opposite directions (i.e. dot product < 0)
canUseQuickSave = bpHmdToOffhandAngleOk = hmdToOffhandDotProduct < 0;
}
}
// Uncomment to debug offhand reaching
ALOGV("Quick Save> Dist: %f | OffHandToDownAngle: %f | HandOffs: %f %f %f\nHmdHandDot: %f | HmdFwdXY: %f %f | WpnFwdXY: %f %f\nTrackOk: %i, DistOk: %i, HeightOk: %i, HnadAngleOk: %i, HmdHandDotOk: %i",
distanceToHMDOff, offhandToDownAngle, vr.offhandoffset[0], vr.offhandoffset[1], vr.offhandoffset[2],
hmdToOffhandDotProduct, hmdForwardXY[0], hmdForwardXY[1], offhandForwardXY[0], offhandForwardXY[1],
bpTrackOk, bpOffhandDistToHMDOk, bpOffhandHeightOk, bpOffhandAngleOk, bpHmdToOffhandAngleOk);
// Check quicksave
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
if (((pOffTrackedRemoteNew->Buttons & offButton1) !=
(pOffTrackedRemoteOld->Buttons & offButton1)) &&
(pOffTrackedRemoteNew->Buttons & offButton1)) {
@ -434,24 +504,7 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
}
}
float controllerYawHeading = 0.0f;
//off-hand stuff
{
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];
vec3_t rotation = {0};
QuatToYawPitchRoll(pOff->HeadPose.Pose.Orientation, rotation, vr.offhandangles);
if (vr_walkdirection->value == 0) {
controllerYawHeading = vr.offhandangles[YAW] - vr.hmdorientation[YAW];
}
else
{
controllerYawHeading = 0.0f;
}
}
//Right-hand specific stuff
{