Close journal also by Y; Disable active trigger when switching from standard to velocity triggered weapon

This commit is contained in:
Petr Bartos 2024-04-15 21:47:51 +02:00
parent cd0aa637bc
commit a5a5555ebe

View file

@ -146,7 +146,6 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
interactWithTouchScreen(menuYaw, vr.offhandangles);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, offButton1, K_MOUSE1);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, offButton2, K_ESCAPE);
if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) && (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger)) {
vr.menu_right_handed = !vr.menu_right_handed;
RTCWVR_Vibrate(40, vr.menu_right_handed ? 1 : 0, 0.5);
@ -155,12 +154,13 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
interactWithTouchScreen(menuYaw, vr.dominanthandangles);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
if ((pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pOffTrackedRemoteOld->Buttons & ovrButton_Trigger) && (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger)) {
vr.menu_right_handed = !vr.menu_right_handed;
RTCWVR_Vibrate(40, vr.menu_right_handed ? 1 : 0, 0.5);
}
}
handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, offButton2, K_ESCAPE);
handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE);
if (vr_menu_item_touched->integer) {
RTCWVR_Vibrate(40, vr.menu_right_handed ? 1 : 0, 0.5);
Cvar_SetValue("vr_menu_item_touched", 0);
@ -261,6 +261,13 @@ void HandleInput_Default( ovrInputStateGamepad *pFootTrackingNew, ovrInputStateG
//Just copy to calculated offset, used to use this in case we wanted to apply any modifiers, but don't any more
VectorCopy(vr.current_weaponoffset, vr.calculated_weaponoffset);
static qboolean wasVelocityTriggered = false;
if (!wasVelocityTriggered && vr.velocitytriggered) {
// In case we are switching from standard weapon to velocity triggered
// weapon disable ongoing attack to prevent attack being stuck.
sendButtonAction("+attack", false);
}
wasVelocityTriggered = vr.velocitytriggered;
//Does weapon velocity trigger attack (knife) and is it fast enough
static qboolean velocityTriggeredAttack = false;
if (vr.velocitytriggered)