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Two handed weapon #381
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djsolidsnake86
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Two handed weapon #381
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Grabber works better in main Doom 3 campaign now that weapons, ammo, health and other items are automatically made moveable.
…1 and 2 moveable.
…d have access codes. Restricted doors now start off unlocked for characters with full access.
Betruger has a cataract in his vision. Combat Prep room is locked again for all characters. Betruger now starts with only the soul cube, but can get shotguns in the bioscan control room. Security guard no longer says you don't have clearance for this area if you do have clearance. Fixed coffee cup and rubbish bin embedded in the table/floor. Cutscenes are skipped for characters that shouldn't see them. Can't use holster slots with a missing hand.
…udio 2017. It's impossible to get this exactly right due to limitations in Clang-Format and in Visual Studio, so only use this for automatic formatting as you type and for formatting the selection with Ctrl+K+F. Do not clang-format the entire file.
isRBDoom is now a number: 0 = Fully Possessed, 1 = RB Doom 3 BFG, 2 = vanilla Doom 3 BFG
Also add some commented-out debugging for view position. And fix the size_t warnings in console.cpp (the strings we display are always less than 2GB long).
For now, always draw the laser sight if enabled in the options. Fix bug calling CalculateHideRise for both hands. Fix some warnings about size_t. Add commented out debugging in console.
New in_independentAim cvar controls independent aiming when not in VR. Known issue: Independent aim outside VR doesn't currently work with GUIs. Note that the flashlight is still glitchy when not in VR.
Add a debounce on event binding, because some move send multiple event unorder, can't only keep the first one
This cause multiple action handler in game (like soft turn twice in a row)
Carl already done an exception for grenade which is just fine for other weapons too
…ound: speaker_333)
Lots of my crash comes with "read access violation" of spawnId. Try to init it to avoid crash. Difficult to reproduce
Update Vr.h
add a ceil of 0.2, when realign body to view
without this debounce, a left stick event is received 2 times and the dialog choices can't be selected (2 choices + left + left => it stay on the first choice)
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please can you add this feature? Doom3 quest 2 port has this