This commit is contained in:
Grant Bagwell committed 2019-09-16 13:09:16 +02:00
commit b7f9f6eb3f
6 files changed
+15 -6

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@@ -1311,6 +1311,9 @@ void VR_Init()
snapTurn = 0.0f;
ducked = DUCK_NOTDUCKED;
//init randomiser
srand(time(NULL));
//Create Cvars
vr_snapturn_angle = Cvar_Get( "vr_snapturn_angle", "45", CVAR_ARCHIVE, "Sets the angle for snap-turn, set to < 10.0 to enable smooth turning" );
vr_reloadtimeoutms = Cvar_Get( "vr_reloadtimeoutms", "200", CVAR_ARCHIVE, "How quickly the grip trigger needs to be release to initiate a reload" );
@@ -1325,6 +1328,7 @@ void VR_Init()
vr_enable_crouching = Cvar_Get( "vr_enable_crouching", "1", CVAR_ARCHIVE, "Crouching irl triggers ducking in game" );
vr_height_adjust = Cvar_Get( "vr_height_adjust", "0.0", CVAR_ARCHIVE, "Additional height adjustment for in-game player (in metres)" );
vr_flashlight_model = Cvar_Get( "vr_flashlight_model", "1", CVAR_ARCHIVE, "Set to 0 to prevent drawing the flashlight model" );
vr_mirror_weapons = Cvar_Get( "vr_mirror_weapons", "0", CVAR_ARCHIVE, "Set to 1 to mirror the weapon models (for left handed use)" );
//Not to be changed by users, as it will be overwritten anyway
vr_stereo_side = Cvar_Get( "vr_stereo_side", "0", CVAR_READ_ONLY, "Eye being drawn" );
@@ -1403,14 +1407,14 @@ void * AppThreadFunction( void * parm )
#ifndef DEMO
if (argc != 0)
{
Host_Main(argc, argv, "valve", false, NULL);
Host_Main(argc, (const char**)argv, "valve", false, NULL);
}
else
#endif
{
int argc = 1; char *argv[] = { "xash3d" };
Host_Main(argc, argv, "valve", false, NULL);
Host_Main(argc, (const char**)argv, "valve", false, NULL);
}
xash_initialised = true;
@@ -1550,7 +1554,7 @@ void * AppThreadFunction( void * parm )
break;
}
static usingScreenLayer = true; //Starts off using the screen layer
static bool usingScreenLayer = true; //Starts off using the screen layer
if (usingScreenLayer != useScreenLayer())
{
usingScreenLayer = useScreenLayer();
@@ -15,6 +15,7 @@ convar_t *vr_control_scheme;
convar_t *vr_enable_crouching;
convar_t *vr_height_adjust;
convar_t *vr_flashlight_model;
convar_t *vr_mirror_weapons;
//Used and updated continuously during rendering
convar_t *vr_stereo_side;
@@ -3721,6 +3721,8 @@ void R_RunViewmodelEvents( void )
R_DrawViewModel
=================
*/
extern convar_t *vr_mirror_weapons;
void R_DrawViewModel( void )
{
if( RI.refdef.onlyClientDraw || r_drawviewmodel->integer == 0 )
@@ -3750,8 +3752,8 @@ void R_DrawViewModel( void )
// hack the depth range to prevent view model from poking into walls
pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
// backface culling for left-handed weapons
g_iBackFaceCull = r_lefthand->integer == 1;//R_LeftHand(); // GL_FrontFace is called in SetupStudioRenderer
// backface culling for mirrored weapons
g_iBackFaceCull = vr_mirror_weapons->integer == 1;//R_LeftHand(); // GL_FrontFace is called in SetupStudioRenderer
RI.currententity->curstate.scale = 1.0f;
RI.currententity->curstate.frame = 0;
RI.currententity->curstate.framerate = 1.0f;
@@ -581,7 +581,9 @@
#define GL_TEXTURE_DEPTH_TYPE 0x8C16
#define GL_UNSIGNED_NORMALIZED 0x8C17
#define GL_FRAMEBUFFER_BINDING 0x8CA6
#ifndef GL_DRAW_FRAMEBUFFER_BINDING
#define GL_DRAW_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING
#endif
#define GL_RENDERBUFFER_BINDING 0x8CA7
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
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