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Merge branch 'master' of https://github.com/DrBeef/Lambda1VR
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@@ -1311,6 +1311,9 @@ void VR_Init()
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snapTurn = 0.0f;
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ducked = DUCK_NOTDUCKED;
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//init randomiser
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srand(time(NULL));
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//Create Cvars
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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" );
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vr_reloadtimeoutms = Cvar_Get( "vr_reloadtimeoutms", "200", CVAR_ARCHIVE, "How quickly the grip trigger needs to be release to initiate a reload" );
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@@ -1325,6 +1328,7 @@ void VR_Init()
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vr_enable_crouching = Cvar_Get( "vr_enable_crouching", "1", CVAR_ARCHIVE, "Crouching irl triggers ducking in game" );
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vr_height_adjust = Cvar_Get( "vr_height_adjust", "0.0", CVAR_ARCHIVE, "Additional height adjustment for in-game player (in metres)" );
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vr_flashlight_model = Cvar_Get( "vr_flashlight_model", "1", CVAR_ARCHIVE, "Set to 0 to prevent drawing the flashlight model" );
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vr_mirror_weapons = Cvar_Get( "vr_mirror_weapons", "0", CVAR_ARCHIVE, "Set to 1 to mirror the weapon models (for left handed use)" );
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//Not to be changed by users, as it will be overwritten anyway
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vr_stereo_side = Cvar_Get( "vr_stereo_side", "0", CVAR_READ_ONLY, "Eye being drawn" );
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@@ -1403,14 +1407,14 @@ void * AppThreadFunction( void * parm )
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#ifndef DEMO
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if (argc != 0)
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{
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Host_Main(argc, argv, "valve", false, NULL);
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Host_Main(argc, (const char**)argv, "valve", false, NULL);
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}
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else
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#endif
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{
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int argc = 1; char *argv[] = { "xash3d" };
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Host_Main(argc, argv, "valve", false, NULL);
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Host_Main(argc, (const char**)argv, "valve", false, NULL);
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}
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xash_initialised = true;
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@@ -1550,7 +1554,7 @@ void * AppThreadFunction( void * parm )
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break;
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}
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static usingScreenLayer = true; //Starts off using the screen layer
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static bool usingScreenLayer = true; //Starts off using the screen layer
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if (usingScreenLayer != useScreenLayer())
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{
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usingScreenLayer = useScreenLayer();
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@@ -15,6 +15,7 @@ convar_t *vr_control_scheme;
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convar_t *vr_enable_crouching;
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convar_t *vr_height_adjust;
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convar_t *vr_flashlight_model;
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convar_t *vr_mirror_weapons;
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//Used and updated continuously during rendering
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convar_t *vr_stereo_side;
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@@ -3721,6 +3721,8 @@ void R_RunViewmodelEvents( void )
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R_DrawViewModel
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=================
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*/
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extern convar_t *vr_mirror_weapons;
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void R_DrawViewModel( void )
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{
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if( RI.refdef.onlyClientDraw || r_drawviewmodel->integer == 0 )
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@@ -3750,8 +3752,8 @@ void R_DrawViewModel( void )
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// hack the depth range to prevent view model from poking into walls
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pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
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// backface culling for left-handed weapons
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g_iBackFaceCull = r_lefthand->integer == 1;//R_LeftHand(); // GL_FrontFace is called in SetupStudioRenderer
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// backface culling for mirrored weapons
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g_iBackFaceCull = vr_mirror_weapons->integer == 1;//R_LeftHand(); // GL_FrontFace is called in SetupStudioRenderer
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RI.currententity->curstate.scale = 1.0f;
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RI.currententity->curstate.frame = 0;
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RI.currententity->curstate.framerate = 1.0f;
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@@ -581,7 +581,9 @@
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#define GL_TEXTURE_DEPTH_TYPE 0x8C16
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#define GL_UNSIGNED_NORMALIZED 0x8C17
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#define GL_FRAMEBUFFER_BINDING 0x8CA6
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#ifndef GL_DRAW_FRAMEBUFFER_BINDING
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#define GL_DRAW_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING
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#endif
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#define GL_RENDERBUFFER_BINDING 0x8CA7
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#define GL_READ_FRAMEBUFFER 0x8CA8
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#define GL_DRAW_FRAMEBUFFER 0x8CA9
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Submodule Projects/Android/jni/src/hlsdk-xash3d updated: b9f337071c...ded2e78f90.
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