#if !defined(vr_client_info_h) #define vr_client_info_h #define NUM_WEAPON_SAMPLES 10 typedef struct { qboolean screen; float fov; qboolean weapon_stabilised; qboolean right_handed; qboolean player_moving; qboolean visible_hud; qboolean dualwield; int weaponid; int lastweaponid; int backpackitemactive; //0 - nothing, 1 - grenades, 2 - knife, 3 - Binoculars qboolean mountedgun; vec3_t hmdposition; vec3_t hmdposition_last; // Don't use this, it is just for calculating delta! vec3_t hmdposition_delta; vec3_t hmdorientation; vec3_t hmdorientation_last; // Don't use this, it is just for calculating delta! vec3_t hmdorientation_delta; vec3_t weaponangles_knife; vec3_t weaponangles; vec3_t weaponangles_last; // Don't use this, it is just for calculating delta! vec3_t weaponangles_delta; vec3_t weaponoffset; float weaponoffset_timestamp; vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES]; float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES]; //Lots of scope weapon stuff qboolean scopeengaged; // Scope has been engaged on a scoped weapon qboolean scopedweapon; // Weapon scope is available qboolean scopedetached; // Scope has been detached from weapon qboolean detachablescope; // Scope can be detached from weapon qboolean hasbinoculars; qboolean velocitytriggered; // Weapon attack triggered by velocity (knife) vec3_t offhandangles; vec3_t offhandoffset; // // Teleport Stuff // qboolean teleportenabled; qboolean teleportseek; // player looking to teleport qboolean teleportready; // player pointing to a valid teleport location vec3_t teleportdest; // teleport destination qboolean teleportexecute; // execute the teleport ////////////////////////////////////// // Test stuff for weapon alignment ////////////////////////////////////// char test_name[256]; float test_scale; vec3_t test_angles; vec3_t test_offset; } vr_client_info_t; #endif //vr_client_info_h