/************************************************************************************ Filename : VrInputDefault.c Content : Handles default controller input Created : August 2019 Authors : Simon Brown *************************************************************************************/ #include "../../../../../../VrApi/Include/VrApi.h" #include "../../../../../../VrApi/Include/VrApi_Helpers.h" #include "../../../../../../VrApi/Include/VrApi_SystemUtils.h" #include "../../../../../../VrApi/Include/VrApi_Input.h" #include "../../../../../../VrApi/Include/VrApi_Types.h" #include #include "VrInput.h" #include "VrCvars.h" #include #include #define WP_AKIMBO 20 void SV_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int passEntityNum, int contentmask, int capsule ); void HandleInput_Default( ovrInputStateTrackedRemote *pDominantTrackedRemoteNew, ovrInputStateTrackedRemote *pDominantTrackedRemoteOld, ovrTracking* pDominantTracking, ovrInputStateTrackedRemote *pOffTrackedRemoteNew, ovrInputStateTrackedRemote *pOffTrackedRemoteOld, ovrTracking* pOffTracking, int domButton1, int domButton2, int offButton1, int offButton2 ) { //Ensure handedness is set correctly vr.right_handed = vr_control_scheme->value < 10 || vr_control_scheme->value == 99; // Always right-handed for weapon calibration vr.teleportenabled = vr_teleport->integer != 0; static qboolean dominantGripPushed = false; static float dominantGripPushTime = 0.0f; static bool canUseBackpack = false; //Need this for the touch screen ovrTracking * pWeapon = pDominantTracking; ovrTracking * pOff = pOffTracking; if (vr.weaponid == WP_AKIMBO && !vr.right_handed && !RTCWVR_useScreenLayer()) { //Revert to same weapon controls as right-handed if using akimbo pWeapon = pOffTracking; pOff = pDominantTracking; } //All this to allow stick and button switching! ovrVector2f *pPrimaryJoystick; ovrVector2f *pSecondaryJoystick; uint32_t primaryButtonsNew; uint32_t primaryButtonsOld; uint32_t secondaryButtonsNew; uint32_t secondaryButtonsOld; int primaryButton1; int primaryButton2; int secondaryButton1; int secondaryButton2; if (vr_switch_sticks->integer) { // // This will switch the joystick and A/B/X/Y button functions only // Move, Strafe, Turn, Jump, Crouch, Notepad, HUD mode, Weapon Switch pSecondaryJoystick = &pDominantTrackedRemoteNew->Joystick; pPrimaryJoystick = &pOffTrackedRemoteNew->Joystick; secondaryButtonsNew = pDominantTrackedRemoteNew->Buttons; secondaryButtonsOld = pDominantTrackedRemoteOld->Buttons; primaryButtonsNew = pOffTrackedRemoteNew->Buttons; primaryButtonsOld = pOffTrackedRemoteOld->Buttons; primaryButton1 = offButton1; primaryButton2 = offButton2; secondaryButton1 = domButton1; secondaryButton2 = domButton2; } else { pPrimaryJoystick = &pDominantTrackedRemoteNew->Joystick; pSecondaryJoystick = &pOffTrackedRemoteNew->Joystick; primaryButtonsNew = pDominantTrackedRemoteNew->Buttons; primaryButtonsOld = pDominantTrackedRemoteOld->Buttons; secondaryButtonsNew = pOffTrackedRemoteNew->Buttons; secondaryButtonsOld = pOffTrackedRemoteOld->Buttons; primaryButton1 = domButton1; primaryButton2 = domButton2; secondaryButton1 = offButton1; secondaryButton2 = offButton2; } { //Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick vec3_t rotation = {0}; rotation[PITCH] = 30; QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles_knife); rotation[PITCH] = vr_weapon_pitchadjust->value + (vr.pistol ? vr.weapon_recoil : 0.0f); // Our hacked recoil effect vr.weapon_recoil *= 0.8f; // quick reduction on synthetic recoil QuatToYawPitchRoll(pWeapon->HeadPose.Pose.Orientation, rotation, vr.weaponangles); VectorSubtract(vr.weaponangles_last, vr.weaponangles, vr.weaponangles_delta); VectorCopy(vr.weaponangles, vr.weaponangles_last); ALOGV(" weaponangles_last: %f, %f, %f", vr.weaponangles_last[0], vr.weaponangles_last[1], vr.weaponangles_last[2]); } //Menu button handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE); static qboolean resetCursor = qtrue; if ( RTCWVR_useScreenLayer() ) { interactWithTouchScreen(resetCursor, pDominantTrackedRemoteNew, pDominantTrackedRemoteOld); resetCursor = qfalse; handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton1, K_MOUSE1); handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, ovrButton_Trigger, K_MOUSE1); handleTrackedControllerButton(pDominantTrackedRemoteNew, pDominantTrackedRemoteOld, domButton2, K_ESCAPE); } else { resetCursor = qtrue; static bool canUseQuickSave = false; if (pOffTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) { 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; } if (canUseQuickSave) { if (((pOffTrackedRemoteNew->Buttons & offButton1) != (pOffTrackedRemoteOld->Buttons & offButton1)) && (pOffTrackedRemoteNew->Buttons & offButton1)) { sendButtonActionSimple("savegame quicksave"); } if (((pOffTrackedRemoteNew->Buttons & offButton2) != (pOffTrackedRemoteOld->Buttons & offButton2)) && (pOffTrackedRemoteNew->Buttons & offButton2)) { sendButtonActionSimple("loadgame quicksave"); } } float distance = sqrtf(powf(pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x, 2) + powf(pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y, 2) + powf(pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z, 2)); float distanceToHMD = sqrtf(powf(vr.hmdposition[0] - pWeapon->HeadPose.Pose.Position.x, 2) + powf(vr.hmdposition[1] - pWeapon->HeadPose.Pose.Position.y, 2) + powf(vr.hmdposition[2] - pWeapon->HeadPose.Pose.Position.z, 2)); //Turn on weapon stabilisation? qboolean stabilised = qfalse; if (!vr.pistol && // Don't stabilise pistols (pOffTrackedRemoteNew->Buttons & ovrButton_GripTrigger) && (distance < STABILISATION_DISTANCE)) { stabilised = qtrue; } vr.weapon_stabilised = stabilised; //Engage scope / virtual stock if conditions are right qboolean scopeready = vr.weapon_stabilised && (distanceToHMD < SCOPE_ENGAGE_DISTANCE); static qboolean lastScopeReady = qfalse; if (scopeready != lastScopeReady) { if (vr.scopedweapon && !vr.scopedetached) { if (!vr.scopeengaged && scopeready) { ALOGV("**WEAPON EVENT** trigger scope mode"); sendButtonActionSimple("weapalt"); } else if (vr.scopeengaged && !scopeready) { ALOGV("**WEAPON EVENT** disable scope mode"); sendButtonActionSimple("weapalt"); } lastScopeReady = scopeready; } } //Engage scope / virtual stock (iron sight lock) if conditions are right static qboolean scopeEngaged = qfalse; if (scopeEngaged != vr.scopeengaged) { scopeEngaged = vr.scopeengaged; //Resync on either transition RTCWVR_ResyncClientYawWithGameYaw(); } static qboolean binocularstate = qfalse; qboolean binocularsactive = (vr.hasbinoculars && vr.backpackitemactive == 3 && (distanceToHMD < BINOCULAR_ENGAGE_DISTANCE) && (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID))); if (binocularstate != binocularsactive) { //Engage scope if conditions are right binocularstate = binocularsactive; sendButtonAction("+zoom", binocularstate); } //dominant hand stuff first { //Record recent weapon position for trajectory based stuff for (int i = (NUM_WEAPON_SAMPLES-1); i != 0; --i) { VectorCopy(vr.weaponoffset_history[i-1], vr.weaponoffset_history[i]); vr.weaponoffset_history_timestamp[i] = vr.weaponoffset_history_timestamp[i-1]; } VectorCopy(vr.current_weaponoffset, vr.weaponoffset_history[0]); vr.weaponoffset_history_timestamp[0] = vr.current_weaponoffset_timestamp; ///Weapon location relative to view vr.current_weaponoffset[0] = pWeapon->HeadPose.Pose.Position.x - vr.hmdposition[0]; vr.current_weaponoffset[1] = pWeapon->HeadPose.Pose.Position.y - vr.hmdposition[1]; vr.current_weaponoffset[2] = pWeapon->HeadPose.Pose.Position.z - vr.hmdposition[2]; vr.current_weaponoffset_timestamp = Sys_Milliseconds( ); //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); //Does weapon velocity trigger attack (knife) and is it fast enough static qboolean velocityTriggeredAttack = false; if (vr.velocitytriggered) { static qboolean fired = qfalse; float velocity = sqrtf(powf(pWeapon->HeadPose.LinearVelocity.x, 2) + powf(pWeapon->HeadPose.LinearVelocity.y, 2) + powf(pWeapon->HeadPose.LinearVelocity.z, 2)); velocityTriggeredAttack = (velocity > VELOCITY_TRIGGER); if (fired != velocityTriggeredAttack) { ALOGV("**WEAPON EVENT** veocity triggered %s", velocityTriggeredAttack ? "+attack" : "-attack"); sendButtonAction("+attack", velocityTriggeredAttack); fired = velocityTriggeredAttack; } } else if (velocityTriggeredAttack) { //send a stop attack as we have an unfinished velocity attack velocityTriggeredAttack = qfalse; ALOGV("**WEAPON EVENT** veocity triggered -attack"); sendButtonAction("+attack", velocityTriggeredAttack); } if (vr.weapon_stabilised || vr.dualwield) { if (vr.scopeengaged || (vr_virtual_stock->integer == 1 && // Classic Virtual Stock !vr.dualwield)) { //offset to the appropriate eye a little bit vec2_t xy; rotateAboutOrigin(Cvar_VariableValue("cg_stereoSeparation") / 2.0f, 0.0f, -vr.hmdorientation[YAW], xy); float x = pOff->HeadPose.Pose.Position.x - (vr.hmdposition[0] + xy[0]); float y = pOff->HeadPose.Pose.Position.y - (vr.hmdposition[1] - 0.1f); // Use a point lower float z = pOff->HeadPose.Pose.Position.z - (vr.hmdposition[2] + xy[1]); float zxDist = length(x, z); if (zxDist != 0.0f && z != 0.0f) { VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)), -degrees(atan2f(x, -z)), 0); } } else { float x = pOff->HeadPose.Pose.Position.x - pWeapon->HeadPose.Pose.Position.x; float y = pOff->HeadPose.Pose.Position.y - pWeapon->HeadPose.Pose.Position.y; float z = pOff->HeadPose.Pose.Position.z - pWeapon->HeadPose.Pose.Position.z; float zxDist = length(x, z); if (zxDist != 0.0f && z != 0.0f) { if (vr.dualwield) { //SUPER FUDGE VectorSet(vr.weaponangles, vr.weaponangles[PITCH], -90.0f-degrees(atan2f(x, -z)), degrees(atanf(y / zxDist))); } else { VectorSet(vr.weaponangles, -degrees(atanf(y / zxDist)), -degrees(atan2f(x, -z)), vr.weaponangles[ROLL] / 2.0f); //Dampen roll on stabilised weapon } } } } static bool finishReloadNextFrame = false; if (finishReloadNextFrame) { ALOGV("**WEAPON EVENT** -reload"); sendButtonActionSimple("-reload"); finishReloadNextFrame = false; } if (pDominantTracking->Status & (VRAPI_TRACKING_STATUS_POSITION_TRACKED | VRAPI_TRACKING_STATUS_POSITION_VALID)) { canUseBackpack = false; } else if (!canUseBackpack && vr.backpackitemactive == 0) { int channel = (vr_control_scheme->integer >= 10) ? 0 : 1; RTCWVR_Vibrate(40, channel, 0.5); // vibrate to let user know they can switch canUseBackpack = true; } dominantGripPushed = (pDominantTrackedRemoteNew->Buttons & ovrButton_GripTrigger) != 0; bool dominantButton1Pushed = (pDominantTrackedRemoteNew->Buttons & domButton1) != 0; bool dominantButton2Pushed = (pDominantTrackedRemoteNew->Buttons & domButton2) != 0; if (!canUseBackpack) { if (dominantGripPushed) { if (dominantGripPushTime == 0) { dominantGripPushTime = GetTimeInMilliSeconds(); } } else { if (vr.backpackitemactive == 1) { //Restores last used weapon if possible char buffer[32]; sprintf(buffer, "weapon %i", vr.lastweaponid); sendButtonActionSimple(buffer); vr.backpackitemactive = 0; } else if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms->integer) { sendButtonActionSimple("+reload"); finishReloadNextFrame = true; } dominantGripPushTime = 0; } if (!dominantButton1Pushed && vr.backpackitemactive == 2) { char buffer[32]; sprintf(buffer, "weapon %i", vr.lastweaponid); sendButtonActionSimple(buffer); vr.backpackitemactive = 0; } if (!dominantButton2Pushed && vr.backpackitemactive == 3) { vr.backpackitemactive = 0; } } else { if (vr.backpackitemactive == 0) { if (dominantGripPushed) { vr.lastweaponid = vr.weaponid; //Initiate grenade from backpack mode sendButtonActionSimple("weaponbank 6"); int channel = (vr_control_scheme->integer >= 10) ? 0 : 1; RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched vr.backpackitemactive = 1; } else if (dominantButton1Pushed) { vr.lastweaponid = vr.weaponid; //Initiate knife from backpack mode 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 vr.backpackitemactive = 2; } else if (dominantButton2Pushed && vr.hasbinoculars) { int channel = (vr_control_scheme->integer >= 10) ? 0 : 1; RTCWVR_Vibrate(80, channel, 0.8); // vibrate to let user know they switched vr.backpackitemactive = 3; } } } } 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 { //This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the //player is facing for positional tracking //Positional movement speed correction for when we are not hitting target framerate static double lastframetime = 0; double newframetime = GetTimeInMilliSeconds(); float multiplier = (float)((1000.0 / GetRefresh()) / (newframetime - lastframetime)); lastframetime = newframetime; vec2_t v; rotateAboutOrigin(-vr.hmdposition_delta[0] * vr_positional_factor->value * multiplier, vr.hmdposition_delta[2] * vr_positional_factor->value * multiplier, - vr.hmdorientation[YAW], v); positional_movementSideways = v[0]; positional_movementForward = v[1]; ALOGV(" positional_movementSideways: %f, positional_movementForward: %f", positional_movementSideways, positional_movementForward); //Jump (B Button) if (vr.backpackitemactive != 2 && !canUseBackpack) { if ((primaryButtonsNew & primaryButton2) != (primaryButtonsOld & primaryButton2)) { Sys_QueEvent( 0, SE_KEY, K_SPACE, (primaryButtonsNew & primaryButton2) != 0, 0, NULL ); } } //We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip //in meantime, then it wouldn't stop the gun firing and it would get stuck static qboolean firing = false; if (dominantGripPushed && vr.backpackitemactive == 0) { if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) { if (!vr.scopedweapon) { if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) { ALOGV("**WEAPON EVENT** weapalt"); sendButtonActionSimple("weapalt"); } else if (firing) { //no longer firing firing = qfalse; ALOGV("**WEAPON EVENT** Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-"); sendButtonAction("+attack", firing); } } else if (vr.detachablescope) { if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) { //See if we are able to detach the scope ALOGV("**WEAPON EVENT** weapdetachscope"); sendButtonActionSimple("weapdetachscope"); } } else { //Just ignore grip and fire firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger); ALOGV("**WEAPON EVENT** Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-"); sendButtonAction("+attack", firing); } } } else { //Fire Primary if (vr.backpackitemactive != 3 && // Can't fire while holding binoculars !vr.velocitytriggered && // Don't fire velocity triggered weapons (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger)) { ALOGV("**WEAPON EVENT** Not Grip Pushed %sattack", (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) ? "+" : "-"); firing = (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger); sendButtonAction("+attack", firing); } else if (binocularsactive) // trigger can zoom-in binoculars, remove from face to reset { static qboolean zoomin = true; if (pDominantTrackedRemoteNew->Buttons & ovrButton_Trigger) { sendButtonActionSimple(zoomin ? "weapnext" : "weapprev"); } else if (pDominantTrackedRemoteOld->Buttons & ovrButton_Trigger) { zoomin = !zoomin; } } } //Duck if (vr.backpackitemactive != 2 && !canUseBackpack && (primaryButtonsNew & primaryButton1) != (primaryButtonsOld & primaryButton1)) { sendButtonAction("+movedown", (primaryButtonsNew & primaryButton1)); } //Weapon Chooser static qboolean itemSwitched = false; if (between(-0.2f, pPrimaryJoystick->x, 0.2f) && (between(0.8f, pPrimaryJoystick->y, 1.0f) || between(-1.0f, pPrimaryJoystick->y, -0.8f))) { if (!itemSwitched) { if (between(0.8f, pPrimaryJoystick->y, 1.0f)) { sendButtonActionSimple("weapprev"); } else { sendButtonActionSimple("weapnext"); } itemSwitched = true; } } else { itemSwitched = false; } } { //"Use" (open doors etc) if ((pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) != (pDominantTrackedRemoteOld->Buttons & ovrButton_Joystick)) { sendButtonAction("+activate", (pDominantTrackedRemoteNew->Buttons & ovrButton_Joystick) ? 1 : 0); } //Apply a filter and quadratic scaler so small movements are easier to make float dist = length(pSecondaryJoystick->x, pSecondaryJoystick->y); float nlf = nonLinearFilter(dist); float x = nlf * pSecondaryJoystick->x; float y = nlf * pSecondaryJoystick->y; vr.player_moving = (fabs(x) + fabs(y)) > 0.05f; //Adjust to be off-hand controller oriented vec2_t v; rotateAboutOrigin(x, y, controllerYawHeading, v); //Move a lot slower if scope is engaged remote_movementSideways = v[0] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value; remote_movementForward = v[1] * (vr.scopeengaged ? 0.3f : 1.0f) * vr_movement_multiplier->value; ALOGV(" remote_movementSideways: %f, remote_movementForward: %f", remote_movementSideways, remote_movementForward); static qboolean stopUseItemNextFrame = false; if (stopUseItemNextFrame) { Cbuf_AddText("-useitem\n"); stopUseItemNextFrame = false; } if (!canUseQuickSave) { if (((secondaryButtonsNew & secondaryButton1) != (secondaryButtonsOld & secondaryButton1)) && (secondaryButtonsNew & secondaryButton1)) { if (dominantGripPushed) { Cbuf_AddText("+useitem\n"); stopUseItemNextFrame = qtrue; } else { vr.visible_hud = !vr.visible_hud; } } } //notebook or select "item" if (!canUseQuickSave) { if (((secondaryButtonsNew & secondaryButton2) != (secondaryButtonsOld & secondaryButton2)) && (secondaryButtonsNew & secondaryButton2)) { if (dominantGripPushed) { sendButtonActionSimple("itemprev"); } else { sendButtonActionSimple("notebook"); } } } //Kick! if ((pOffTrackedRemoteNew->Buttons & ovrButton_Joystick) != (pOffTrackedRemoteOld->Buttons & ovrButton_Joystick)) { sendButtonAction("+kick", (pOffTrackedRemoteNew->Buttons & ovrButton_Joystick)); } //We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip //in meantime, then it wouldn't stop the gun firing and it would get stuck if (!vr.teleportenabled) { //Run handleTrackedControllerButton(pOffTrackedRemoteNew, pOffTrackedRemoteOld, ovrButton_Trigger, K_SHIFT); } else { if (pOffTrackedRemoteNew->Buttons & ovrButton_Trigger) { vr.teleportseek = qtrue; } else if (vr.teleportseek) { vr.teleportseek = qfalse; vr.teleportexecute = vr.teleportready; vr.teleportready = qfalse; } } //Resync Yaw on mounted gun transition static int usingMountedGun = false; if (vr.mountedgun != usingMountedGun) { resyncClientYawWithGameYaw = 10; // HACK usingMountedGun = vr.mountedgun; } //No snap turn when using mounted gun static int syncCount = 0; static int increaseSnap = true; if (!vr.mountedgun && !vr.scopeengaged) { if (pPrimaryJoystick->x > 0.7f) { if (increaseSnap) { float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f) : vr_turn_angle->value; snapTurn -= turnAngle; if (vr_turn_mode->integer == 0) { increaseSnap = false; } if (snapTurn < -180.0f) { snapTurn += 360.f; } RTCWVR_ResyncClientYawWithGameYaw(); } } else if (pPrimaryJoystick->x < 0.3f) { increaseSnap = true; } static int decreaseSnap = true; if (pPrimaryJoystick->x < -0.7f) { if (decreaseSnap) { float turnAngle = vr_turn_mode->integer ? (vr_turn_angle->value / 9.0f) : vr_turn_angle->value; snapTurn += turnAngle; //If snap turn configured for less than 10 degrees if (vr_turn_mode->integer == 0) { decreaseSnap = false; } if (snapTurn > 180.0f) { snapTurn -= 360.f; } RTCWVR_ResyncClientYawWithGameYaw(); } } else if (pPrimaryJoystick->x > -0.3f) { decreaseSnap = true; } } else { if (fabs(pPrimaryJoystick->x) > 0.5f) { if (increaseSnap) { RTCWVR_ResyncClientYawWithGameYaw(); } increaseSnap = false; } else { increaseSnap = true; } } } updateScopeAngles(); } //Save state rightTrackedRemoteState_old = rightTrackedRemoteState_new; leftTrackedRemoteState_old = leftTrackedRemoteState_new; }