rtcwquest/Projects/Android/jni/RTCWVR/VrInputDefault.c
Simon f0d839b38f two handed pistol stabilisation
Draw iron sight lock mode as mono
2020-08-26 10:01:48 +01:00

710 lines
No EOL
30 KiB
C

/************************************************************************************
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 <android/keycodes.h>
#include "VrInput.h"
#include "VrCvars.h"
#include <src/qcommon/qcommon.h>
#include <src/client/client.h>
#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;
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)
{
//For pistols, it is simply a case of holding the two controllers close together
if (distance < (STABILISATION_DISTANCE / 2.0f))
{
stabilised = qtrue;
}
}
else if ((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 if conditions are right
qboolean vstockReady = vr.weapon_stabilised && (distanceToHMD < VSTOCK_ENGAGE_DISTANCE) &&
(vr.vstock_weapon && vr_virtual_stock->integer > 0);
if (vstockReady != vr.vstock_engaged) {
vr.vstock_engaged = vstockReady;
//Resync on either transition
RTCWVR_ResyncClientYawWithGameYaw();
}
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( );
//Lerp (stabilises pistol) - Won't have any effect on any other weapons
VectorLerp(vr.weaponoffset_history[1], (vr.pistol && vr.weapon_stabilised) ? 0.25f : 1.0f, 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);
}
//Don't do this for pistols
if (!vr.pistol && (vr.weapon_stabilised || vr.dualwield))
{
if (vr.scopeengaged || vr.vstock_engaged)
{
float x = pOff->HeadPose.Pose.Position.x - vr.hmdposition[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];
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
}
}
}
}
else if (vr.pistol && vr.weapon_stabilised)
{
//No roll if pistol is being stabilised with off-hand
vr.weaponangles[ROLL] = 0;
}
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
vec2_t v;
rotateAboutOrigin(-vr.hmdposition_delta[0] * vr_positional_factor->value,
vr.hmdposition_delta[2] * vr_positional_factor->value, - 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 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;
}