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Quake for Oculus Rift
License: GNU General Public License v2.0
This project forked from phoboslab/quakespasm-rift
Quake for Oculus Rift
License: GNU General Public License v2.0
Aiming seems to be calculated in PF_aim in pr_cmds.c.
Rolling the weapon model doesn't look like you would expect, so it's better to disable in entirely.
Setting the angle[ROLL] to 0 doesn't work.
The origin from where weapon projectiles start seems to be set in progs and they seem to be static. All functions that launch these projectiles require an origin which, afaik, isn't available for the weapon.
I have no idea how to communicate the weapon origin from QuakeSpasm to progs or make the weapon an entity with an origin in progs.
It's a mess
Ideally movement and aim angles are seprated so you can use one controller per angle.
cl.aimangles and cl.moveangles both exist, I thought I could set these using the controller angles. But in CL_SendMove in cl_input.c the aimangles seem to be sent to the server and changing this to movement angles results in your aim angles and movement angles both changing.
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