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fix mouse vs lasers, again
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parent
a808a8c749
commit
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1 changed files with 6 additions and 2 deletions
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@ -20,6 +20,10 @@
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// When partially squeezing over a HUD element, a laser or the reticle is shown where the active hand
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// When partially squeezing over a HUD element, a laser or the reticle is shown where the active hand
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// controller beam intersects the HUD.
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// controller beam intersects the HUD.
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var activeTrigger;
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function isLaserOn() {
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return activeTrigger.partial();
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}
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Script.include("../libraries/controllers.js");
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Script.include("../libraries/controllers.js");
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// UTILITIES -------------
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// UTILITIES -------------
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@ -275,7 +279,7 @@ function isShakingMouse() { // True if the person is waving the mouse around try
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var NON_LINEAR_DIVISOR = 2;
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var NON_LINEAR_DIVISOR = 2;
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var MINIMUM_SEEK_DISTANCE = 0.1;
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var MINIMUM_SEEK_DISTANCE = 0.1;
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function updateSeeking(doNotStartSeeking) {
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function updateSeeking(doNotStartSeeking) {
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if (!doNotStartSeeking && (!Reticle.visible || isShakingMouse())) {
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if (!doNotStartSeeking && !isLaserOn() && (!Reticle.visible || isShakingMouse())) {
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if (!isSeeking) {
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if (!isSeeking) {
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print('Start seeking mouse.');
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print('Start seeking mouse.');
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isSeeking = true;
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isSeeking = true;
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@ -374,7 +378,7 @@ setupHandler(Controller.mouseDoublePressEvent, onMouseClick);
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var leftTrigger = new Trigger('left');
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var leftTrigger = new Trigger('left');
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var rightTrigger = new Trigger('right');
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var rightTrigger = new Trigger('right');
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var activeTrigger = rightTrigger;
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activeTrigger = rightTrigger;
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var activeHand = Controller.Standard.RightHand;
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var activeHand = Controller.Standard.RightHand;
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var LEFT_HUD_LASER = 1;
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var LEFT_HUD_LASER = 1;
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var RIGHT_HUD_LASER = 2;
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var RIGHT_HUD_LASER = 2;
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