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Disallow movement while weapon zoom is active; it tends to break
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fholger committed Aug 15, 2023
1 parent 783d353 commit 1a60779
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions Sources/CryGame C++/Solution1/CryGame/VRInput.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -162,11 +162,11 @@ void VRInput::ProcessInputOnFoot()
HandleBooleanAction(m_moveJump, &CXClient::TriggerJump, false);
HandleDoubleBindAction(m_weaponsNextDrop, &CXClient::TriggerNextWeapon, &CXClient::TriggerDropWeapon, false);
HandleDoubleBindAction(m_weaponsGrenades, &CXClient::CycleGrenade, &CXClient::TriggerFireGrenade, false);
HandleAnalogAction(m_moveMove, 0, &CXClient::TriggerMoveLR);
HandleAnalogAction(m_moveMove, 1, &CXClient::TriggerMoveFB);
HandleBooleanAction(m_moveSprint, &CXClient::TriggerRunSprint);
}

HandleAnalogAction(m_moveMove, 0, &CXClient::TriggerMoveLR);
HandleAnalogAction(m_moveMove, 1, &CXClient::TriggerMoveFB);
HandleBooleanAction(m_moveSprint, &CXClient::TriggerRunSprint);
HandleBooleanAction(m_weaponsFire, &CXClient::TriggerFire0);
HandleDoubleBindAction(m_weaponsReloadFireMode, &CXClient::TriggerReload, &CXClient::TriggerFireMode, false);
HandleBooleanAction(m_weaponsGrip, &CXClient::TriggerTwoHandedGrip);
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