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The game now knows where the player is looking. Until now head tracking only moved the camera the renderer drew from, so anything consulting the player's view angles - objectives that ask them to look at something, aim, hit detection - never saw it. CL_VRMove writes the head's heading and pitch into cl.viewangles, which is what all of that reads. Walking follows the off hand rather than the gaze, after the approach in Team Beef's RTCWQuest. Tying travel to where the player is looking means they cannot glance sideways without veering, which is what makes room scale movement feel like being dragged; steering with the free hand lets them look around and still walk a straight line. cl_vrWalkWithView restores gaze-directed movement. Turning snaps by default. A stick that rotates the world smoothly while the inner ear insists otherwise is the usual way to make people ill, and one flick gives one step rather than one per frame. cl_vrSnapAngle 45 degrees per flick cl_vrSmoothTurn 0 1 for smooth turning instead cl_vrTurnSpeed 90 degrees/second when smooth cl_vrDeadzone 0.2 cl_vrWalkWithView 0 1 to walk where the player looks All archived, so they are tunable on the headset rather than at build time, which is what section 5 of the porting plan asks for. Thumbsticks are bound on the Touch profile only: the simple controller has none, and offering a binding a runtime does not recognise makes it reject the whole set, which would cost the fallback its pointer too. The dominant hand's aim angles are carried through vrInput_t but not yet used. Aim is still on the head, which section 5 is right to call wrong for a shooter - that belongs with weapon handling, and looking at things had to work first. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>