From d5a0bd09a292bb150b08dd68fa1c08ff2c59cce7 Mon Sep 17 00:00:00 2001 From: Simon Date: Sun, 12 Jul 2020 08:50:23 +0100 Subject: [PATCH] Finishing touches to thowables --- Projects/Android/jni/RTCWVR/VrClientInfo.h | 2 +- Projects/Android/jni/rtcw/src/game/bg_misc.c | 7 ++++--- Projects/Android/jni/rtcw/src/game/g_weapon.c | 10 +++++----- 3 files changed, 10 insertions(+), 9 deletions(-) diff --git a/Projects/Android/jni/RTCWVR/VrClientInfo.h b/Projects/Android/jni/RTCWVR/VrClientInfo.h index c474d78..af7b57c 100644 --- a/Projects/Android/jni/RTCWVR/VrClientInfo.h +++ b/Projects/Android/jni/RTCWVR/VrClientInfo.h @@ -1,7 +1,7 @@ #if !defined(vr_client_info_h) #define vr_client_info_h -#define NUM_WEAPON_SAMPLES 72 +#define NUM_WEAPON_SAMPLES 10 typedef struct { float fov; diff --git a/Projects/Android/jni/rtcw/src/game/bg_misc.c b/Projects/Android/jni/rtcw/src/game/bg_misc.c index bc1376a..3e978e1 100644 --- a/Projects/Android/jni/rtcw/src/game/bg_misc.c +++ b/Projects/Android/jni/rtcw/src/game/bg_misc.c @@ -62,6 +62,7 @@ extern vmCvar_t g_gametype; #define DELAY_PISTOL 100 // colt, luger, sp5, cross #define DELAY_SHOULDER 50 // rl #define DELAY_THROW 250 // grenades, dynamite +#define DELAY_THROW_VR 15 // grenades, dynamite // [0] = maxammo - max player ammo carrying capacity. // [1] = uses - how many 'rounds' it takes/costs to fire one cycle. @@ -95,7 +96,7 @@ ammotable_t ammoTable[] = { { MAX_AMMO_9MM, 1, 32, 2600, DELAY_LOW, 100, 0, 0, MOD_MP40 }, // WP_MP40 // 3 { MAX_AMMO_MAUSER,1, 10, 2500, DELAY_HIGH, 1200, 0, 0, MOD_MAUSER }, // WP_MAUSER // 4 // NOTE: authentic clips are 5/10/25 rounds { MAX_AMMO_FG42, 1, 20, 2000, DELAY_LOW, 200, 0, 0, MOD_FG42 }, // WP_FG42 // 5 - { 15, 1, 15, 1000, DELAY_THROW, 1600, 0, 0, MOD_GRENADE_LAUNCHER }, // WP_GRENADE_LAUNCHER // 6 + { 15, 1, 15, 1000, DELAY_THROW_VR, 1600, 0, 0, MOD_GRENADE_LAUNCHER }, // WP_GRENADE_LAUNCHER // 6 { 5, 1, 1, 1000, DELAY_SHOULDER, 2000, 0, 0, MOD_PANZERFAUST }, // WP_PANZERFAUST // 7 // { MAX_AMMO_VENOM, 1, 500, 3000, 750, 30, 5000, 200, MOD_VENOM }, // WP_VENOM // - { MAX_AMMO_VENOM, 1, 500, 3000, 750, 45, 5000, 200, MOD_VENOM }, // WP_VENOM // 8 // JPW NOTE: changed next_shot 50->45 to genlock firing to every server frame (fire rate shouldn't be framerate dependent now) @@ -108,7 +109,7 @@ ammotable_t ammoTable[] = { { MAX_AMMO_45, 1, 30, 2400, DELAY_LOW, 120, 0, 0, MOD_THOMPSON }, // WP_THOMPSON // 14 // NOTE: also 50 round drum magazine { MAX_AMMO_GARAND,1, 5, 2500, DELAY_HIGH, 1200, 0, 0, MOD_GARAND }, // WP_GARAND // 15 // NOTE: always 5 round clips // { MAX_AMMO_BAR, 1, 20, 2000, DELAY_LOW, 200, 0, 0, MOD_BAR }, // WP_BAR // 16 - { 15, 1, 15, 1000, DELAY_THROW, 1600, 0, 0, MOD_GRENADE_PINEAPPLE }, // WP_GRENADE_PINEAPPLE // 17 + { 15, 1, 15, 1000, DELAY_THROW_VR, 1600, 0, 0, MOD_GRENADE_PINEAPPLE }, // WP_GRENADE_PINEAPPLE // 17 // { 5, 1, 5, 1000, DELAY_SHOULDER, 1200, 0, 0, MOD_ROCKET_LAUNCHER }, // WP_ROCKET_LAUNCHER // 18 { MAX_AMMO_MAUSER,1, 10, 3000, 0, 1700, 0, 0, MOD_SNIPERRIFLE }, // WP_SNIPER_GER // 19 @@ -125,7 +126,7 @@ ammotable_t ammoTable[] = { { 999, 0, 999, 0, 50, 0, 0, 0, 0 }, // WP_CLASS_SPECIAL // 28 // class_special // { 100, 1, 100, 1000, DELAY_PISTOL, 900, 0, 0, MOD_CROSS }, // WP_CROSS // 29 - { 10, 1, 10, 1000, DELAY_THROW, 1600, 0, 0, MOD_DYNAMITE }, // WP_DYNAMITE // 30 + { 10, 1, 10, 1000, DELAY_THROW_VR, 1600, 0, 0, MOD_DYNAMITE }, // WP_DYNAMITE // 30 // { 10, 1, 10, 1000, DELAY_THROW, 1600, 0, 0, MOD_DYNAMITE }, // WP_DYNAMITE2 // 31 // stubs for some "not-real" weapons (so they always return "yes, you have enough ammo for that gauntlet", etc.) diff --git a/Projects/Android/jni/rtcw/src/game/g_weapon.c b/Projects/Android/jni/rtcw/src/game/g_weapon.c index 334cc0c..80ec267 100644 --- a/Projects/Android/jni/rtcw/src/game/g_weapon.c +++ b/Projects/Android/jni/rtcw/src/game/g_weapon.c @@ -1212,8 +1212,8 @@ gentity_t *weapon_crowbar_throw( gentity_t *ent ) { return m; } -#define OLDEST_READING 24 -#define NEWEST_READING 20 +#define OLDEST_READING 7 +#define NEWEST_READING 3 gentity_t *weapon_grenadelauncher_fire_vr( gentity_t *ent, int grenType ) { gentity_t *m, *te; // JPW NERVE @@ -1240,13 +1240,13 @@ gentity_t *weapon_grenadelauncher_fire_vr( gentity_t *ent, int grenType ) { // pineapples are not thrown as far as mashers if ( grenType == WP_GRENADE_LAUNCHER ) { - power = 6; + power = 4; } else if ( grenType == WP_GRENADE_PINEAPPLE ) { - power = 4; + power = 3; } else { // WP_DYNAMITE - power = 3; + power = 2.5; } //And then throw..