rtcwquest/Projects/Android/jni/RTCWVR/VrClientInfo.h
2023-10-04 20:40:06 +02:00

94 lines
No EOL
2.9 KiB
C

#if !defined(vr_client_info_h)
#define vr_client_info_h
#define NUM_WEAPON_SAMPLES 10
#define WEAPON_RECOIL 15.0f;
#define USE_GESTURE_OFF_HAND 1
#define USE_GESTURE_WEAPON_HAND 2
typedef struct {
qboolean screen;
float fov;
qboolean weapon_stabilised;
qboolean right_handed;
qboolean menu_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 dominanthandangles;
float weapon_recoil; // recoil effect to improve the default
vec3_t current_weaponoffset;
vec3_t calculated_weaponoffset;
float current_weaponoffset_timestamp;
vec3_t weaponoffset_history[NUM_WEAPON_SAMPLES];
float weaponoffset_history_timestamp[NUM_WEAPON_SAMPLES];
qboolean pistol; // True if the weapon is a pistol
//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 offhandangles_last; // Don't use this, it is just for calculating delta!
vec3_t offhandangles_delta;
vec3_t offhandoffset;
vec3_t clientviewangles; //orientation in the client - we use this in the cgame
float clientview_yaw_last; // Don't use this, it is just for calculating delta!
float clientview_yaw_delta;
//
// 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
int useGestureState;
int wheelSelectorEnabled;
qboolean binocularsActive;
qboolean useHoldableItem;
qboolean toggleMainMenu;
//////////////////////////////////////
// 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