mirror of
https://github.com/astromaddie/lambda1-vr.git
synced 2026-10-19 03:00:14 +02:00
Extra alt-left control scheme
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@@ -30,7 +30,7 @@ $RECYCLE.BIN/
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*.class
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drbeef-release-key.keystore
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projects/Android/build/*
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assets/oculussig*
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assets/*
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Projects/Android/.externalNativeBuild/ndkBuild/debug/arm64-v8a/android_gradle_build.json
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*.json
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Projects/Android/.externalNativeBuild/ndkBuild/debug/arm64-v8a/ndkBuild_build_command.txt
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@@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.lambda1vr"
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android:versionCode="11"
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android:versionName="1.2.1" android:installLocation="auto" >
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android:versionCode="12"
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android:versionName="1.2.2" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030001" android:required="true"/>
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@@ -111,6 +111,7 @@ enum control_scheme {
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RIGHT_HANDED_ALT = 1,
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LEFT_HANDED_DEFAULT = 10,
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LEFT_HANDED_ALT = 11,
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LEFT_HANDED_ALT_2 = 12,
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GAMEPAD = 20 //Not implemented, someone else can do this!
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};
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@@ -1640,6 +1641,9 @@ void * AppThreadFunction( void * parm )
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case LEFT_HANDED_ALT:
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HandleInput_LeftAlt(appState.Ovr, appState.DisplayTime);
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break;
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case LEFT_HANDED_ALT_2:
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HandleInput_LeftAlt2(appState.Ovr, appState.DisplayTime);
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break;
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case GAMEPAD:
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//HandleInput_Gamepad(appState.Ovr, appState.DisplayTime); // Someone else can implement this
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break;
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@@ -31,5 +31,6 @@ void HandleInput_Right( ovrMobile * Ovr, double displayTime );
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void HandleInput_RightAlt( ovrMobile * Ovr, double displayTime );
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void HandleInput_Left( ovrMobile * Ovr, double displayTime );
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void HandleInput_LeftAlt( ovrMobile * Ovr, double displayTime );
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void HandleInput_LeftAlt2( ovrMobile * Ovr, double displayTime );
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@@ -0,0 +1,416 @@
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/************************************************************************************
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Filename : VrInputLeftAlt2.c
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Content : Handles controller input for the second alternative left-handed
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Created : August 2019
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Authors : Simon Brown
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*************************************************************************************/
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#include <common/common.h>
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#include <common/library.h>
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#include <common/cvardef.h>
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#include <common/xash3d_types.h>
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#include <engine/keydefs.h>
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#include <client/touch.h>
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#include <client/client.h>
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#include <VrApi.h>
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#include <VrApi_Helpers.h>
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#include <VrApi_SystemUtils.h>
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#include <VrApi_Input.h>
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#include <VrApi_Types.h>
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#include "VrInput.h"
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#include "VrCvars.h"
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extern cvar_t *cl_forwardspeed;
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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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void HandleInput_LeftAlt2(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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//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 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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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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if (useScreenLayer())
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{
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interactWithTouchScreen(&rightRemoteTracking_new, &rightTrackedRemoteState_new, &rightTrackedRemoteState_old);
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}
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else
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{
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//If distance to off-hand remote is less than 35cm and user pushes grip, then we enable weapon stabilisation
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float distance = sqrtf(powf(leftRemoteTracking_new.HeadPose.Pose.Position.x - rightRemoteTracking_new.HeadPose.Pose.Position.x, 2) +
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powf(leftRemoteTracking_new.HeadPose.Pose.Position.y - rightRemoteTracking_new.HeadPose.Pose.Position.y, 2) +
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powf(leftRemoteTracking_new.HeadPose.Pose.Position.z - rightRemoteTracking_new.HeadPose.Pose.Position.z, 2));
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//Turn on weapon stabilisation?
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if ((rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger) !=
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(rightTrackedRemoteState_old.Buttons & ovrButton_GripTrigger)) {
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if (rightTrackedRemoteState_new.Buttons & ovrButton_GripTrigger)
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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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}
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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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}
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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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weaponoffset[0] = leftRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
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weaponoffset[1] = leftRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
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weaponoffset[2] = leftRemoteTracking_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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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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//Weapon velocity
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weaponvelocity[0] = leftRemoteTracking_new.HeadPose.LinearVelocity.x;
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weaponvelocity[1] = leftRemoteTracking_new.HeadPose.LinearVelocity.y;
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weaponvelocity[2] = leftRemoteTracking_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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ALOGV(" Weapon Velocity: %f, %f, %f",
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weaponvelocity[0],
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weaponvelocity[1],
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weaponvelocity[2]);
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}
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//Set gun angles - We need to calculate all those we might need (including adjustments) for the client to then take its pick
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const ovrQuatf quatRemote = leftRemoteTracking_new.HeadPose.Pose.Orientation;
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QuatToYawPitchRoll(quatRemote, vr_weapon_pitchadjust->value, weaponangles[ADJUSTED]);
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QuatToYawPitchRoll(quatRemote, 0.0f, weaponangles[UNADJUSTED]);
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QuatToYawPitchRoll(quatRemote, -30.0f, weaponangles[MELEE]);
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if (vr_weapon_stabilised->integer &&
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//Don't trigger stabilisation if controllers are close together (holding Glock for example)
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(distance > 0.15f))
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{
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float z = rightRemoteTracking_new.HeadPose.Pose.Position.z - leftRemoteTracking_new.HeadPose.Pose.Position.z;
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float x = rightRemoteTracking_new.HeadPose.Pose.Position.x - leftRemoteTracking_new.HeadPose.Pose.Position.x;
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float y = rightRemoteTracking_new.HeadPose.Pose.Position.y - leftRemoteTracking_new.HeadPose.Pose.Position.y;
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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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}
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}
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else
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{
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weaponangles[ADJUSTED][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
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weaponangles[ADJUSTED][PITCH] *= -1.0f;
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weaponangles[UNADJUSTED][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
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weaponangles[UNADJUSTED][PITCH] *= -1.0f;
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weaponangles[MELEE][YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
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weaponangles[MELEE][PITCH] *= -1.0f;
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}
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//Use (Action)
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if ((leftTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Joystick)) {
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sendButtonAction("+use", (leftTrackedRemoteState_new.Buttons & ovrButton_Joystick));
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}
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static bool finishReloadNextFrame = false;
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if (finishReloadNextFrame)
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{
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sendButtonActionSimple("-reload");
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finishReloadNextFrame = false;
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}
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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 &
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ovrButton_GripTrigger) != 0;
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if (grabMeleeWeapon == 0)
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{
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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, 1, 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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float controllerYawHeading = 0.0f;
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//off-hand stuff
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{
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flashlightoffset[0] = rightRemoteTracking_new.HeadPose.Pose.Position.x - hmdPosition[0];
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flashlightoffset[1] = rightRemoteTracking_new.HeadPose.Pose.Position.y - hmdPosition[1];
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flashlightoffset[2] = rightRemoteTracking_new.HeadPose.Pose.Position.z - hmdPosition[2];
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vec2_t v;
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rotateAboutOrigin(flashlightoffset[0], flashlightoffset[2], -(cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]), v);
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flashlightoffset[0] = v[0];
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flashlightoffset[2] = v[1];
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QuatToYawPitchRoll(rightRemoteTracking_new.HeadPose.Pose.Orientation, 15.0f, flashlightangles);
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flashlightangles[YAW] += (cl.refdef.cl_viewangles[YAW] - hmdorientation[YAW]);
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if (vr_walkdirection->integer == 0) {
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controllerYawHeading = -cl.refdef.cl_viewangles[YAW] + flashlightangles[YAW];
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}
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else
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{
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controllerYawHeading = 0.0f;//-cl.refdef.cl_viewangles[YAW];
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}
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}
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//Right-hand specific stuff
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{
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ALOGV(" Right-Controller-Position: %f, %f, %f",
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rightRemoteTracking_new.HeadPose.Pose.Position.x,
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rightRemoteTracking_new.HeadPose.Pose.Position.y,
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rightRemoteTracking_new.HeadPose.Pose.Position.z);
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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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if (ducked != DUCK_NOTDUCKED)
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{
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multiplier *= 3.0f;
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}
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vec2_t v;
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rotateAboutOrigin(-positionDeltaThisFrame[0] * multiplier,
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positionDeltaThisFrame[2] * multiplier, -hmdorientation[YAW], v);
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positional_movementSideways = v[0];
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positional_movementForward = v[1];
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ALOGV(" positional_movementSideways: %f, positional_movementForward: %f",
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positional_movementSideways,
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positional_movementForward);
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//Jump (B Button)
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handleTrackedControllerButton(&rightTrackedRemoteState_new,
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&rightTrackedRemoteState_old, ovrButton_B, K_SPACE);
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//We need to record if we have started firing primary so that releasing trigger will stop firing, if user has pushed grip
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//in meantime, then it wouldn't stop the gun firing and it would get stuck
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static bool firingPrimary = false;
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if (!firingPrimary && dominantGripPushed && (GetTimeInMilliSeconds() - dominantGripPushTime) > vr_reloadtimeoutms->integer)
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{
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//Fire Secondary
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if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
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sendButtonAction("+attack2", (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger));
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}
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}
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else
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{
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//Fire Primary
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if ((leftTrackedRemoteState_new.Buttons & ovrButton_Trigger) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_Trigger)) {
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firingPrimary = (leftTrackedRemoteState_new.Buttons & ovrButton_Trigger);
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sendButtonAction("+attack", firingPrimary);
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}
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}
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//Duck with A
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if ((rightTrackedRemoteState_new.Buttons & ovrButton_A) !=
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(rightTrackedRemoteState_old.Buttons & ovrButton_A) &&
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ducked != DUCK_CROUCHED) {
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ducked = (rightTrackedRemoteState_new.Buttons & ovrButton_A) ? DUCK_BUTTON : DUCK_NOTDUCKED;
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sendButtonAction("+duck", (rightTrackedRemoteState_new.Buttons & ovrButton_A));
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}
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//Weapon Chooser
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static bool weaponSwitched = false;
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if (between(-0.25f, 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(0.75f, rightTrackedRemoteState_new.Joystick.y, 1.0f))
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{
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sendButtonActionSimple("invnext");
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}
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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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}
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{
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ALOGV(" Left-Controller-Position: %f, %f, %f",
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leftRemoteTracking_new.HeadPose.Pose.Position.x,
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leftRemoteTracking_new.HeadPose.Pose.Position.y,
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leftRemoteTracking_new.HeadPose.Pose.Position.z);
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if ((rightTrackedRemoteState_new.Buttons & ovrButton_Joystick) !=
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(rightTrackedRemoteState_old.Buttons & ovrButton_Joystick)
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&& (rightTrackedRemoteState_new.Buttons & ovrButton_Joystick)) {
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Cvar_SetFloat("vr_lasersight", 1.0f - vr_lasersight->value);
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}
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//Apply a filter and quadratic scaler so small movements are easier to make
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float dist = length(leftTrackedRemoteState_new.Joystick.x, leftTrackedRemoteState_new.Joystick.y);
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float nlf = nonLinearFilter(dist);
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float x = nlf * leftTrackedRemoteState_new.Joystick.x;
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float y = nlf * leftTrackedRemoteState_new.Joystick.y;
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player_moving = (fabs(x) + fabs(y)) > 0.01f;
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//Adjust to be off-hand controller oriented
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vec2_t v;
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rotateAboutOrigin(x, y, controllerYawHeading, v);
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remote_movementSideways = v[0];
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remote_movementForward = v[1];
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ALOGV(" remote_movementSideways: %f, remote_movementForward: %f",
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remote_movementSideways,
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remote_movementForward);
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//flashlight on/off
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if (((leftTrackedRemoteState_new.Buttons & ovrButton_X) !=
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(leftTrackedRemoteState_old.Buttons & ovrButton_X)) &&
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(leftTrackedRemoteState_old.Buttons & ovrButton_X)) {
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sendButtonActionSimple("impulse 100");
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}
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//We need to record if we have started firing primary so that releasing trigger will stop definitely firing, if user has pushed grip
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//in meantime, then it wouldn't stop the gun firing and it would get stuck
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static bool firingPrimary = false;
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//Run
|
||||
handleTrackedControllerButton(&rightTrackedRemoteState_new,
|
||||
&rightTrackedRemoteState_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 (snapTurn < -180.0f)
|
||||
{
|
||||
snapTurn += 360.f;
|
||||
}
|
||||
}
|
||||
} 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;
|
||||
|
||||
//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;
|
||||
}
|
||||
}
|
||||
} else if (rightTrackedRemoteState_new.Joystick.x > -0.4f)
|
||||
{
|
||||
decreaseSnap = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//Save state
|
||||
rightTrackedRemoteState_old = rightTrackedRemoteState_new;
|
||||
leftTrackedRemoteState_old = leftTrackedRemoteState_new;
|
||||
}
|
||||
@@ -46,6 +46,7 @@ LAMBDA1VR_SRC_FILES := \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputRight.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputLeft.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputLeftAlt.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/VrInputLeftAlt2.c \
|
||||
$(LOCAL_PATH)/../../../Lambda1VR/argtable3.c
|
||||
|
||||
LOCAL_SRC_FILES := \
|
||||
|
||||
@@ -139,7 +139,7 @@ Q_buildcommit will identify this build as release or "notset"
|
||||
*/
|
||||
const char *Q_buildcommit( void )
|
||||
{
|
||||
return "Lambda1VR-v1.2.1";
|
||||
return "Lambda1VR-v1.2.2";
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
Submodule Projects/Android/jni/src/hlsdk-xash3d updated: f3a10d2a42...5b58f4d7ac.
Reference in new issue
Block a user