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https://github.com/DrBeef/RTCWQuest.git
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several fixes
- make weapon alignment code with for right handed properly - made silenced luger far more accurate - extended bem length in weapon align - included latest weapons from baggyg
This commit is contained in:
parent
04801b7d19
commit
d6ba7e70d8
7 changed files with 30 additions and 15 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.rtcwquest"
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android:versionCode="25"
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android:versionName="0.22.0" android:installLocation="auto" >
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android:versionCode="26"
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android:versionName="0.22.1" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@ -29,9 +29,20 @@ void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemote
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{
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//always right handed for this
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vr.right_handed = true;
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static qboolean dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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/*
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char cvar_name[64];
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Com_sprintf(cvar_name, sizeof(cvar_name), "vr_weapon_adjustment_%i", vr.weaponid);
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char weapon_adjustment[256];
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Cvar_VariableStringBuffer(cvar_name, weapon_adjustment, 256);
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sscanf(weapon_adjustment, "%f,%f,%f,%f,%f,%f,%f", &vr.test_scale,
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&(vr.test_offset[0]), &(vr.test_offset[1]), &(vr.test_offset[2]),
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&(vr.test_angles[PITCH]), &(vr.test_angles[YAW]), &(vr.test_angles[ROLL]));
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VectorScale(vr.test_offset, vr.test_scale, vr.test_offset);
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*/
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//Need this for the touch screen
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{
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@ -105,6 +116,8 @@ void HandleInput_WeaponAlign( ovrInputStateTrackedRemote *pDominantTrackedRemote
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positional_movementSideways,
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positional_movementForward);
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dominantGripPushed = (pDominantTrackedRemoteNew->Buttons &
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ovrButton_GripTrigger) != 0;
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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
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//in meantime, then it wouldn't stop the gun firing and it would get stuck
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@ -2227,6 +2227,7 @@ static void CG_FlamethrowerFlame( centity_t *cent, vec3_t origin ) {
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CG_FireFlameChunks(cent, origin, angles, 1.0, qtrue, 1);
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trap_Vibrate(-1, cgVR->right_handed ? 1 : 0, 0.6);
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trap_Vibrate(-1, cgVR->right_handed ? 1 : 0, 0.6);
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if (cgVR->weapon_stabilised)
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{
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@ -3559,15 +3560,15 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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vec3_t forward, right, up;
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AngleVectors(angles, forward, right, up);
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VectorMA(origin, 24, forward, endForward);
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VectorMA(origin, 40, forward, endForward);
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VectorSet(ci.color, 1, 0, 0); // Forward is red
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CG_RailTrail2(&ci, origin, endForward);
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VectorMA(origin, 24, right, endRight);
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VectorMA(origin, 20, right, endRight);
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VectorSet(ci.color, 0, 1, 0); // right is green
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CG_RailTrail2(&ci, origin, endRight);
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VectorMA(origin, 24, up, endUp);
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VectorMA(origin, 20, up, endUp);
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VectorSet(ci.color, 0, 0, 1); // up is blue
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CG_RailTrail2(&ci, origin, endUp);
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}
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@ -5217,7 +5218,7 @@ void CG_WeaponFireRecoil( int weapon ) {
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break;
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case WP_SNIPERRIFLE:
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case WP_SNOOPERSCOPE:
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pitchAdd = 0.6;
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pitchAdd = 2.0;
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break;
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case WP_FG42SCOPE:
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case WP_FG42:
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@ -914,16 +914,17 @@ void ClientThink_real( gentity_t *ent ) {
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}
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// NOTE: -------------- SP uses now too
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// JPW NERVE do some time-based muzzle flip -- this never gets touched in single player (see g_weapon.c)
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// #define RIFLE_SHAKE_TIME 150 // JPW NERVE this one goes with the commented out old damped "realistic" behavior below
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#define RIFLE_SHAKE_TIME 300 // per Id request, longer recoil time
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// JPW NERVE do some time-based muzzle flip -- this never gets touched in single player (see g_weapon.c)
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// #define RIFLE_SHAKE_TIME 150 // JPW NERVE this one goes with the commented out old damped "realistic" behavior below
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#define RIFLE_SHAKE_TIME 300 // per Id request, longer recoil time
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if ( client->sniperRifleFiredTime ) {
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if ( level.time - client->sniperRifleFiredTime > RIFLE_SHAKE_TIME ) {
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client->sniperRifleFiredTime = 0;
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} else {
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VectorCopy( client->ps.viewangles,muzzlebounce );
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// JPW old damped behavior -- feels more like a real rifle (modeled on Remington 700 7.62x51mm w/ 14x scope)
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// JPW old damped behavior -- feels more like a real rifle (modeled on Remington 700 7.62x51mm w/ 14x scope)
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/*
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muzzlebounce[PITCH] -= 2*cos(1.0-(level.time - client->sniperRifleFiredTime)*3/RIFLE_SHAKE_TIME);
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muzzlebounce[YAW] += client->sniperRifleMuzzleYaw*cos(1.0-(level.time - client->sniperRifleFiredTime)*3/RIFLE_SHAKE_TIME);
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@ -695,8 +695,8 @@ float G_GetWeaponSpread( int weapon ) {
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if ( g_userAim.integer ) {
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// these should be higher since they become erratic if aiming is out
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switch ( weapon ) {
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case WP_LUGER: return 400;
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case WP_SILENCER: return 900;
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case WP_LUGER: return 200;
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case WP_SILENCER: return 100;//900; // make silencer very accurate
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case WP_COLT: return 600;
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case WP_AKIMBO: return 700; //----(SA) added
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case WP_VENOM: return 1000;
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@ -42,7 +42,7 @@ If you have questions concerning this license or the applicable additional terms
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// q_shared.h -- included first by ALL program modules.
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// A user mod should never modify this file
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#define Q3_VERSION "RTCWQuest 0.22.0 (Wolf 1.41)"
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#define Q3_VERSION "RTCWQuest 0.22.1 (Wolf 1.41)"
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// ver 1.0.0 - release
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// ver 1.0.1 - post-release work
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// ver 1.1.0 - patch 1 (12/12/01)
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@ -168,7 +168,7 @@ import static android.system.Os.setenv;
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//copy_asset("/sdcard/RTCWQuest/Main", "pak0.pk3");
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//and the vr weapons
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copy_asset("/sdcard/RTCWQuest/Main", "vr_sp_pak_weapons.pk3", false);
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copy_asset("/sdcard/RTCWQuest/Main", "z_zvr_weapons.pk3", false);
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//and the vr menu pk3
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copy_asset("/sdcard/RTCWQuest/Main", "z_rtcwquest_vrmenu.pk3", true);
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