mirror of
https://github.com/astromaddie/lambda1-vr.git
synced 2026-10-24 19:00:15 +02:00
Alternative Controller Scheme
Gives a different way to switch weapons which is a bit cleaner for some people, but at the expense of losing the "switch to big screen mode" Also made the regular control scheme switch weapon a little less fiddly
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@@ -1,6 +1,6 @@
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/************************************************************************************
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Filename : VrInputRight.c
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Filename : VrInputLeft.c
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Content : Handles controller input for the left-handed
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Created : August 2019
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Authors : Simon Brown
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@@ -294,12 +294,12 @@ void HandleInput_Left( ovrMobile * Ovr, double displayTime )
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//Weapon Chooser
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static bool weaponSwitched = false;
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if (between(-0.2f, leftTrackedRemoteState_new.Joystick.x, 0.2f) &&
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(between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f) ||
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between(-1.0f, leftTrackedRemoteState_new.Joystick.y, -0.8f)))
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if (between(-0.25f, leftTrackedRemoteState_new.Joystick.x, 0.25f) &&
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(between(0.75f, leftTrackedRemoteState_new.Joystick.y, 1.0f) ||
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between(-1.0f, leftTrackedRemoteState_new.Joystick.y, -0.75f)))
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{
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if (!weaponSwitched) {
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if (between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f))
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if (between(0.75f, leftTrackedRemoteState_new.Joystick.y, 1.0f))
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{
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sendButtonActionSimple("invnext");
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}
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@@ -1,7 +1,7 @@
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/************************************************************************************
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Filename : VrInputRightAlt.c
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Content : Handles controller input for the left-handed alternative configuration #1
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Filename : VrInputLeftAlt.c
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Content : Handles controller input for the left-handed
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Created : August 2019
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Authors : Simon Brown
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@@ -29,15 +29,20 @@ extern cvar_t *cl_movespeedkey;
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void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx, float dy );
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float initialTouchX, initialTouchY;
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void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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{
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//Ensure handedness is set to left
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Cvar_Set("hand", "1");
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//Get info for tracked remotes
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acquireTrackedRemotesData(Ovr, displayTime);
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//Get info for tracked remotes
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acquireTrackedRemotesData(Ovr, displayTime);
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static bool dominantGripPushed = false;
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static int grabMeleeWeapon = 0;
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static bool selectingWeapon = false;
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static float dominantGripPushTime = 0.0f;
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//Show screen view (if in multiplayer toggle scoreboard)
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@@ -59,7 +64,7 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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//Menu control - Uses "touch"
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if (useScreenLayer())
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{
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interactWithTouchScreen(&leftRemoteTracking_new, &leftTrackedRemoteState_new, &leftTrackedRemoteState_old);
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interactWithTouchScreen(&leftRemoteTracking_new, &leftTrackedRemoteState_new, &leftTrackedRemoteState_old);
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}
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else
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{
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@@ -139,9 +144,9 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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float zxDist = length(x, z);
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if (zxDist != 0.0f && z != 0.0f) {
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VectorSet(weaponangles[ADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ADJUSTED][ROLL]);
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VectorSet(weaponangles[UNADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[UNADJUSTED][ROLL]);
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VectorSet(weaponangles[MELEE], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[MELEE][ROLL]);
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VectorSet(weaponangles[ADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[ADJUSTED][ROLL]);
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VectorSet(weaponangles[UNADJUSTED], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[UNADJUSTED][ROLL]);
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VectorSet(weaponangles[MELEE], degrees(atanf(y / zxDist)), (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]) - degrees(atan2f(x, -z)), weaponangles[MELEE][ROLL]);
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}
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}
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else
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@@ -173,19 +178,34 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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if ((leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
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dominantGripPushed = (leftTrackedRemoteState_new.Buttons & ovrButton_GripTrigger);
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dominantGripPushed = (leftTrackedRemoteState_new.Buttons &
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ovrButton_GripTrigger) != 0;
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if (dominantGripPushed)
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if (grabMeleeWeapon == 0)
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{
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dominantGripPushTime = GetTimeInMilliSeconds();
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}
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else
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{
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if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms->integer)
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{
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sendButtonActionSimple("+reload");
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finishReloadNextFrame = true;
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if (leftRemoteTracking_new.Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
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if (dominantGripPushed) {
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dominantGripPushTime = GetTimeInMilliSeconds();
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} else {
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if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
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vr_reloadtimeoutms->integer) {
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sendButtonActionSimple("+reload");
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finishReloadNextFrame = true;
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}
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}
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} else{
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if (dominantGripPushed) {
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//Initiate crowbar from backpack mode
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sendButtonActionSimple("weapon_crowbar");
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Android_Vibrate(80, 0, 0.8); // vibrate to let user know they switched
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grabMeleeWeapon = 1;
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}
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}
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} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
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//Restores last used weapon
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sendButtonActionSimple("lastinv");
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grabMeleeWeapon = 0;
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}
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}
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}
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@@ -225,7 +245,7 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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//This section corrects for the fact that the controller actually controls direction of movement, but we want to move relative to the direction the
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//player is facing for positional tracking
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float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
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((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
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((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
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vec2_t v;
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rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
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@@ -273,26 +293,59 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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sendButtonAction("+duck", (leftTrackedRemoteState_new.Buttons & ovrButton_X));
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}
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//Weapon Chooser
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static bool weaponSwitched = false;
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if (between(-0.2f, leftTrackedRemoteState_new.Joystick.x, 0.2f) &&
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(between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f) ||
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between(-1.0f, leftTrackedRemoteState_new.Joystick.y, -0.8f)))
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{
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if (!weaponSwitched) {
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if (between(0.8f, leftTrackedRemoteState_new.Joystick.y, 1.0f))
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{
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sendButtonActionSimple("invnext");
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}
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else
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{
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sendButtonActionSimple("invprev");
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}
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weaponSwitched = true;
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}
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} else {
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weaponSwitched = false;
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}
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static bool sendUnAttackNextFrame = false;
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if (sendUnAttackNextFrame)
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{
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sendUnAttackNextFrame = false;
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sendButtonActionSimple("-attack");
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}
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//Weapon Chooser
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static int scrollCount = 0;
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if ((rightTrackedRemoteState_new.Buttons & ovrButton_B) !=
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(rightTrackedRemoteState_old.Buttons & ovrButton_B)) {
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selectingWeapon = (rightTrackedRemoteState_new.Buttons & ovrButton_B) > 0;
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if (selectingWeapon)
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{
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scrollCount++;
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sendButtonActionSimple("invnext");
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} else{
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if (scrollCount == 0)
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{
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sendButtonActionSimple("cancelselect");
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} else{
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sendUnAttackNextFrame = true;
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sendButtonActionSimple("+attack");
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}
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scrollCount = 0;
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}
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}
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//right and left on left controller
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static bool weaponSwitched = false;
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if (selectingWeapon)
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{
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if (between(0.4f, leftTrackedRemoteState_new.Joystick.x, 1.0f) ||
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between(-1.0f, leftTrackedRemoteState_new.Joystick.x, -0.4f))
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{
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if (!weaponSwitched) {
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if (between(0.4f, leftTrackedRemoteState_new.Joystick.x, 1.0f))
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{
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scrollCount++;
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sendButtonActionSimple("invnext");
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}
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else
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{
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scrollCount--;
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sendButtonActionSimple("invprev");
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}
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weaponSwitched = true;
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}
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} else {
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weaponSwitched = false;
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}
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}
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}
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//Left-hand specific stuff
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@@ -346,46 +399,41 @@ void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime )
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&rightTrackedRemoteState_old,
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ovrButton_Trigger, K_SHIFT);
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static increaseSnap = true;
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if (leftTrackedRemoteState_new.Joystick.x > 0.6f)
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{
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if (increaseSnap)
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{
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snapTurn -= vr_snapturn_angle->value;
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if (vr_snapturn_angle->value > 10.0f) {
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increaseSnap = false;
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}
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if (!selectingWeapon) {
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static bool increaseSnap = true;
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if (leftTrackedRemoteState_new.Joystick.x > 0.6f) {
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if (increaseSnap) {
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snapTurn -= vr_snapturn_angle->value;
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if (vr_snapturn_angle->value > 10.0f) {
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increaseSnap = false;
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}
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if (snapTurn < -180.0f)
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{
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snapTurn += 360.f;
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}
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}
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} else if (leftTrackedRemoteState_new.Joystick.x < 0.4f) {
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increaseSnap = true;
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}
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if (snapTurn < -180.0f) {
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snapTurn += 360.f;
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}
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}
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} else if (leftTrackedRemoteState_new.Joystick.x < 0.4f) {
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increaseSnap = true;
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}
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static decreaseSnap = true;
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if (leftTrackedRemoteState_new.Joystick.x < -0.6f)
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{
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if (decreaseSnap)
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{
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snapTurn += vr_snapturn_angle->value;
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static bool decreaseSnap = true;
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if (leftTrackedRemoteState_new.Joystick.x < -0.6f) {
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if (decreaseSnap) {
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snapTurn += vr_snapturn_angle->value;
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//If snap turn configured for less than 10 degrees
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if (vr_snapturn_angle->value > 10.0f) {
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decreaseSnap = false;
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}
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//If snap turn configured for less than 10 degrees
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if (vr_snapturn_angle->value > 10.0f) {
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decreaseSnap = false;
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}
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if (snapTurn > 180.0f)
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{
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snapTurn -= 360.f;
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}
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}
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} else if (leftTrackedRemoteState_new.Joystick.x > -0.4f)
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{
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decreaseSnap = true;
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}
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if (snapTurn > 180.0f) {
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snapTurn -= 360.f;
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}
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}
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} else if (leftTrackedRemoteState_new.Joystick.x > -0.4f) {
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decreaseSnap = true;
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}
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}
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}
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}
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@@ -291,12 +291,12 @@ void HandleInput_Right(ovrMobile * Ovr, double displayTime )
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//Weapon Chooser
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static bool weaponSwitched = false;
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if (between(-0.2f, rightTrackedRemoteState_new.Joystick.x, 0.2f) &&
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(between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f) ||
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between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.8f)))
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if (between(-0.25f, rightTrackedRemoteState_new.Joystick.x, 0.25f) &&
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(between(0.75f, rightTrackedRemoteState_new.Joystick.y, 1.0f) ||
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between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.75f)))
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{
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if (!weaponSwitched) {
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if (between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
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if (between(0.75f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
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{
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sendButtonActionSimple("invnext");
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}
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@@ -1,7 +1,7 @@
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/************************************************************************************
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Filename : VrInputRightAlt.c
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Content : Handles controller input for the right-handed alternative configuration #1
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Content : Handles controller input for the right-handed
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Created : August 2019
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Authors : Simon Brown
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@@ -31,32 +31,21 @@ void Touch_Motion( touchEventType type, int fingerID, float x, float y, float dx
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void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
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{
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//Ensure handedness is set to right
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Cvar_Set("hand", "0");
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//Ensure handedness is set to right
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Cvar_Set("hand", "0");
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//Get info for tracked remotes
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acquireTrackedRemotesData(Ovr, displayTime);
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static bool dominantGripPushed = false;
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static float dominantGripPushTime = 0.0f;
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static bool dominantGripPushed = false;
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static int grabMeleeWeapon = 0;
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static bool selectingWeapon = false;
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static float dominantGripPushTime = 0.0f;
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//Show screen view (if in multiplayer toggle scoreboard)
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if (((leftTrackedRemoteState_new.Buttons & ovrButton_Y) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Y)) &&
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(leftTrackedRemoteState_new.Buttons & ovrButton_Y)) {
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//Menu button
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
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showingScreenLayer = !showingScreenLayer;
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//Check we are in multiplayer
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if (isMultiplayer()) {
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sendButtonAction("+showscores", showingScreenLayer);
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}
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}
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//Menu button
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handleTrackedControllerButton(&leftTrackedRemoteState_new, &leftTrackedRemoteState_old, ovrButton_Enter, K_ESCAPE);
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//Menu control - Uses "touch"
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//Menu control - Uses "touch"
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if (useScreenLayer())
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{
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interactWithTouchScreen(&rightRemoteTracking_new, &rightTrackedRemoteState_new, &rightTrackedRemoteState_old);
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@@ -76,50 +65,50 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
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{
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if (distance < 0.50f)
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{
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Cvar_Set2("vr_weapon_stabilised", "1", true);
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Cvar_Set2("vr_weapon_stabilised", "1", true);
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}
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}
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else
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{
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Cvar_Set2("vr_weapon_stabilised", "0", true);
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Cvar_Set2("vr_weapon_stabilised", "0", true);
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}
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}
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//dominant hand stuff first
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{
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///Weapon location relative to view
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///Weapon location relative to view
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weaponoffset[0] = rightRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
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weaponoffset[1] = rightRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[2] = rightRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
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{
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vec2_t v;
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rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
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weaponoffset[0] = v[0];
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weaponoffset[2] = v[1];
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{
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vec2_t v;
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rotateAboutOrigin(weaponoffset[0], weaponoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
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weaponoffset[0] = v[0];
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weaponoffset[2] = v[1];
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ALOGV(" Weapon Offset: %f, %f, %f",
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weaponoffset[0],
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weaponoffset[1],
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weaponoffset[2]);
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}
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}
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//Weapon velocity
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weaponvelocity[0] = rightRemoteTracking_new.HeadPose.LinearVelocity.x;
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weaponvelocity[1] = rightRemoteTracking_new.HeadPose.LinearVelocity.y;
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weaponvelocity[2] = rightRemoteTracking_new.HeadPose.LinearVelocity.z;
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weaponvelocity[0] = rightRemoteTracking_new.HeadPose.LinearVelocity.x;
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weaponvelocity[1] = rightRemoteTracking_new.HeadPose.LinearVelocity.y;
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weaponvelocity[2] = rightRemoteTracking_new.HeadPose.LinearVelocity.z;
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{
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vec2_t v;
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rotateAboutOrigin(weaponvelocity[0], weaponvelocity[2], -cl.refdef.cl_viewangles[YAW], v);
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weaponvelocity[0] = v[0];
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weaponvelocity[2] = v[1];
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{
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vec2_t v;
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rotateAboutOrigin(weaponvelocity[0], weaponvelocity[2], -cl.refdef.cl_viewangles[YAW], v);
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weaponvelocity[0] = v[0];
|
||||
weaponvelocity[2] = v[1];
|
||||
|
||||
ALOGV(" Weapon Velocity: %f, %f, %f",
|
||||
weaponvelocity[0],
|
||||
weaponvelocity[1],
|
||||
weaponvelocity[2]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
|
||||
@@ -158,7 +147,7 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
|
||||
|
||||
//Use (Action)
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
|
||||
|
||||
sendButtonAction("+use", (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick));
|
||||
}
|
||||
@@ -173,19 +162,34 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
|
||||
|
||||
dominantGripPushed = (rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger);
|
||||
dominantGripPushed = (rightTrackedRemoteState_new.Buttons &
|
||||
ovrButton_GripTrigger) != 0;
|
||||
|
||||
if (dominantGripPushed)
|
||||
if (grabMeleeWeapon == 0)
|
||||
{
|
||||
dominantGripPushTime = GetTimeInMilliSeconds();
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((GetTimeInMilliSeconds() - dominantGripPushTime) < vr_reloadtimeoutms->integer)
|
||||
{
|
||||
sendButtonActionSimple("+reload");
|
||||
finishReloadNextFrame = true;
|
||||
if (rightRemoteTracking_new.Status & VRAPI_TRACKING_STATUS_POSITION_TRACKED) {
|
||||
|
||||
if (dominantGripPushed) {
|
||||
dominantGripPushTime = GetTimeInMilliSeconds();
|
||||
} else {
|
||||
if ((GetTimeInMilliSeconds() - dominantGripPushTime) <
|
||||
vr_reloadtimeoutms->integer) {
|
||||
sendButtonActionSimple("+reload");
|
||||
finishReloadNextFrame = true;
|
||||
}
|
||||
}
|
||||
} else{
|
||||
if (dominantGripPushed) {
|
||||
//Initiate crowbar from backpack mode
|
||||
sendButtonActionSimple("weapon_crowbar");
|
||||
Android_Vibrate(80, 1, 0.8); // vibrate to let user know they switched
|
||||
grabMeleeWeapon = 1;
|
||||
}
|
||||
}
|
||||
} else if (grabMeleeWeapon == 1 && !dominantGripPushed) {
|
||||
//Restores last used weapon
|
||||
sendButtonActionSimple("lastinv");
|
||||
grabMeleeWeapon = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -197,35 +201,35 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
|
||||
flashlightoffset[1] = leftRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
|
||||
flashlightoffset[2] = leftRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
|
||||
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
|
||||
flashlightoffset[0] = v[0];
|
||||
flashlightoffset[2] = v[1];
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
|
||||
flashlightoffset[0] = v[0];
|
||||
flashlightoffset[2] = v[1];
|
||||
|
||||
QuatToYawPitchRoll(leftRemoteTracking_new.HeadPose.Pose.Orientation, 15.0f, flashlightangles);
|
||||
|
||||
flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
|
||||
|
||||
if (vr_walkdirection->integer == 0) {
|
||||
controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[YAW];
|
||||
}
|
||||
else
|
||||
{
|
||||
controllerYawHeading = 0.0f;//-cl.refdef.cl_viewangles[YAW];
|
||||
}
|
||||
if (vr_walkdirection->integer == 0) {
|
||||
controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[YAW];
|
||||
}
|
||||
else
|
||||
{
|
||||
controllerYawHeading = 0.0f;//-cl.refdef.cl_viewangles[YAW];
|
||||
}
|
||||
}
|
||||
|
||||
//Right-hand specific stuff
|
||||
{
|
||||
ALOGV(" Right-Controller-Position: %f, %f, %f",
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
rightRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//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
|
||||
float multiplier = vr_positional_factor->value / (cl_forwardspeed->value *
|
||||
((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
|
||||
((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) ? cl_movespeedkey->value : 1.0f));
|
||||
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
|
||||
@@ -245,25 +249,25 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
|
||||
//in meantime, then it wouldn't stop the gun firing and it would get stuck
|
||||
static bool firingPrimary = false;
|
||||
|
||||
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
|
||||
{
|
||||
//Fire Secondary
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
|
||||
{
|
||||
//Fire Secondary
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
|
||||
sendButtonAction("+attack2", (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Fire Primary
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
sendButtonAction("+attack2", (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
//Fire Primary
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
|
||||
(rightTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
|
||||
|
||||
firingPrimary = (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger);
|
||||
sendButtonAction("+attack", firingPrimary);
|
||||
}
|
||||
}
|
||||
firingPrimary = (rightTrackedRemoteState_new.Buttons & ovrButton_Trigger);
|
||||
sendButtonAction("+attack", firingPrimary);
|
||||
}
|
||||
}
|
||||
|
||||
//Duck with A
|
||||
if ((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
|
||||
@@ -273,51 +277,85 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
|
||||
sendButtonAction("+duck", (rightTrackedRemoteState_new.Buttons & ovrButton_A));
|
||||
}
|
||||
|
||||
//Weapon Chooser
|
||||
static bool weaponSwitched = false;
|
||||
if (between(-0.2f, rightTrackedRemoteState_new.Joystick.x, 0.2f) &&
|
||||
(between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f) ||
|
||||
between(-1.0f, rightTrackedRemoteState_new.Joystick.y, -0.8f)))
|
||||
{
|
||||
if (!weaponSwitched) {
|
||||
if (between(0.8f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
|
||||
{
|
||||
sendButtonActionSimple("invnext");
|
||||
}
|
||||
else
|
||||
{
|
||||
sendButtonActionSimple("invprev");
|
||||
}
|
||||
weaponSwitched = true;
|
||||
}
|
||||
} else {
|
||||
weaponSwitched = false;
|
||||
}
|
||||
|
||||
static bool sendUnAttackNextFrame = false;
|
||||
if (sendUnAttackNextFrame)
|
||||
{
|
||||
sendUnAttackNextFrame = false;
|
||||
sendButtonActionSimple("-attack");
|
||||
}
|
||||
|
||||
//Weapon Chooser
|
||||
static int scrollCount = 0;
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Y) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Y)) {
|
||||
|
||||
selectingWeapon = (leftTrackedRemoteState_new.Buttons & ovrButton_Y) > 0;
|
||||
if (selectingWeapon)
|
||||
{
|
||||
scrollCount++;
|
||||
sendButtonActionSimple("invnext");
|
||||
} else{
|
||||
if (scrollCount == 0)
|
||||
{
|
||||
sendButtonActionSimple("cancelselect");
|
||||
} else{
|
||||
sendUnAttackNextFrame = true;
|
||||
sendButtonActionSimple("+attack");
|
||||
}
|
||||
scrollCount = 0;
|
||||
}
|
||||
}
|
||||
|
||||
//Left and right on right controller
|
||||
static bool weaponSwitched = false;
|
||||
if (selectingWeapon)
|
||||
{
|
||||
if (between(0.4f, rightTrackedRemoteState_new.Joystick.x, 1.0f) ||
|
||||
between(-1.0f, rightTrackedRemoteState_new.Joystick.x, -0.4f))
|
||||
{
|
||||
if (!weaponSwitched) {
|
||||
if (between(0.4f, rightTrackedRemoteState_new.Joystick.x, 1.0f))
|
||||
{
|
||||
scrollCount++;
|
||||
sendButtonActionSimple("invnext");
|
||||
}
|
||||
else
|
||||
{
|
||||
scrollCount--;
|
||||
sendButtonActionSimple("invprev");
|
||||
}
|
||||
weaponSwitched = true;
|
||||
}
|
||||
} else {
|
||||
weaponSwitched = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Left-hand specific stuff
|
||||
{
|
||||
ALOGV(" Left-Controller-Position: %f, %f, %f",
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.x,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.y,
|
||||
leftRemoteTracking_new.HeadPose.Pose.Position.z);
|
||||
|
||||
//Use (Action)
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)
|
||||
&& (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
|
||||
//Use (Action)
|
||||
if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)
|
||||
&& (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
|
||||
|
||||
Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
|
||||
Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//Apply a filter and quadratic scaler so small movements are easier to make
|
||||
float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
|
||||
float nlf = nonLinearFilter(dist);
|
||||
//Apply a filter and quadratic scaler so small movements are easier to make
|
||||
float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
|
||||
float nlf = nonLinearFilter(dist);
|
||||
float x = nlf * leftTrackedRemoteState_new.Joystick.x;
|
||||
float y = nlf * leftTrackedRemoteState_new.Joystick.y;
|
||||
|
||||
//Adjust to be off-hand controller oriented
|
||||
//Adjust to be off-hand controller oriented
|
||||
vec2_t v;
|
||||
rotateAboutOrigin(x, y, controllerYawHeading, v);
|
||||
|
||||
@@ -334,63 +372,58 @@ void HandleInput_RightAlt(ovrMobile * Ovr, double displayTime )
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) &&
|
||||
(leftTrackedRemoteState_old.Buttons & ovrButton_X)) {
|
||||
sendButtonActionSimple("impulse 100");
|
||||
/*
|
||||
|
||||
#ifndef NDEBUG
|
||||
Cbuf_AddText( "sv_cheats 1\n" );
|
||||
Cbuf_AddText( "impulse 101\n" );
|
||||
Cbuf_AddText( "sv_cheats 1\n" );
|
||||
Cbuf_AddText( "impulse 101\n" );
|
||||
#endif
|
||||
*/ }
|
||||
}
|
||||
|
||||
|
||||
//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
|
||||
static bool firingPrimary = false;
|
||||
|
||||
//Run
|
||||
handleTrackedControllerButton(&leftTrackedRemoteState_new,
|
||||
&leftTrackedRemoteState_old,
|
||||
ovrButton_Trigger, K_SHIFT);
|
||||
//Run
|
||||
handleTrackedControllerButton(&leftTrackedRemoteState_new,
|
||||
&leftTrackedRemoteState_old,
|
||||
ovrButton_Trigger, K_SHIFT);
|
||||
|
||||
static increaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.Joystick.x > 0.6f)
|
||||
{
|
||||
if (increaseSnap)
|
||||
{
|
||||
snapTurn -= vr_snapturn_angle->value;
|
||||
if (vr_snapturn_angle->value > 10.0f) {
|
||||
increaseSnap = false;
|
||||
}
|
||||
if (!selectingWeapon) {
|
||||
static bool increaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.Joystick.x > 0.6f) {
|
||||
if (increaseSnap) {
|
||||
snapTurn -= vr_snapturn_angle->value;
|
||||
if (vr_snapturn_angle->value > 10.0f) {
|
||||
increaseSnap = false;
|
||||
}
|
||||
|
||||
if (snapTurn < -180.0f)
|
||||
{
|
||||
snapTurn += 360.f;
|
||||
if (snapTurn < -180.0f) {
|
||||
snapTurn += 360.f;
|
||||
}
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x < 0.4f) {
|
||||
increaseSnap = true;
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x < 0.4f) {
|
||||
increaseSnap = true;
|
||||
}
|
||||
|
||||
static decreaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.Joystick.x < -0.6f)
|
||||
{
|
||||
if (decreaseSnap)
|
||||
{
|
||||
snapTurn += vr_snapturn_angle->value;
|
||||
static bool decreaseSnap = true;
|
||||
if (rightTrackedRemoteState_new.Joystick.x < -0.6f) {
|
||||
if (decreaseSnap) {
|
||||
snapTurn += vr_snapturn_angle->value;
|
||||
|
||||
//If snap turn configured for less than 10 degrees
|
||||
if (vr_snapturn_angle->value > 10.0f) {
|
||||
decreaseSnap = false;
|
||||
//If snap turn configured for less than 10 degrees
|
||||
if (vr_snapturn_angle->value > 10.0f) {
|
||||
decreaseSnap = false;
|
||||
}
|
||||
|
||||
if (snapTurn > 180.0f) {
|
||||
snapTurn -= 360.f;
|
||||
}
|
||||
}
|
||||
|
||||
if (snapTurn > 180.0f)
|
||||
{
|
||||
snapTurn -= 360.f;
|
||||
}
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x > -0.4f)
|
||||
{
|
||||
decreaseSnap = true;
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x > -0.4f) {
|
||||
decreaseSnap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user