public void GrabbityGloveCatch(bool primaryHand) { TactsuitVR.FeedbackType feedback = (leftHandedMode ? primaryHand : !primaryHand) ? TactsuitVR.FeedbackType.GravityGloveCatchLeft : TactsuitVR.FeedbackType.GravityGloveCatch; tactsuitVr.ProvideHapticFeedback(0, 0, feedback, false, TactsuitVR.FeedbackType.NoFeedback); }
public void PlayerHurt(int healthRemaining, string enemy, float locationAngle, string enemyName, string enemyDebugName) { //Heartbeat stuff HealthRemaining(healthRemaining); //Damage stuff float locationHeight = 0.5f; TactsuitVR.FeedbackType feedback = tactsuitVr.GetFeedbackTypeOfEnemyAttack(enemy, enemyName); bool headcrab = (tactsuitVr.HeadCrabFeedback(feedback)); if (headcrab) { locationHeight = 0.35f; } if (!headcrab && !tactsuitVr.EnvironmentFeedback(feedback)) { locationHeight = ((float)(RandomNumber.Between(0, 100)) / 100.0f) - 0.5f; } if (locationHeight > 0.485f || headcrab) { tactsuitVr.ProvideHapticFeedback(locationAngle, 0, tactsuitVr.GetHeadFeedbackVersion(feedback), false, TactsuitVR.FeedbackType.NoFeedback); } tactsuitVr.ProvideHapticFeedback(locationAngle, locationHeight, feedback, false, TactsuitVR.FeedbackType.NoFeedback); }
public void GrenadeLauncherStateChange(int newState) { if (grenadeLauncherState == 2 && newState == 0) { TactsuitVR.FeedbackType feedback = leftHandedMode ? TactsuitVR.FeedbackType.PlayerGrenadeLaunchLeft : TactsuitVR.FeedbackType.PlayerGrenadeLaunch; tactsuitVr.ProvideHapticFeedback(0, 0, feedback, false, tactsuitVr.GetOtherHandFeedback(feedback)); tactsuitVr.ProvideHapticFeedback(0, 0, tactsuitVr.GetKickbackOfWeaponFromPlayer(TactsuitVR.FeedbackType.PlayerGrenadeLaunch, leftHandedMode), false, TactsuitVR.FeedbackType.NoFeedback); } grenadeLauncherState = newState; }
public void PlayerShoot(string weapon) { TactsuitVR.FeedbackType feedback = tactsuitVr.GetFeedbackTypeOfWeaponFromPlayer(weapon, leftHandedMode); if ((leftHandedMode && !(tactsuitVr.hapticPlayer.IsActive(PositionType.ForearmL) || tactsuitVr.hapticPlayer.IsActive(PositionType.Left))) || (!leftHandedMode && !(tactsuitVr.hapticPlayer.IsActive(PositionType.ForearmR) || tactsuitVr.hapticPlayer.IsActive(PositionType.Right)))) { //Use Fallback instead. feedback = tactsuitVr.GetFallbackTypeOfWeaponFromPlayer(feedback, leftHandedMode); } tactsuitVr.ProvideHapticFeedback(0, 0, feedback, false, twoHandedMode ? tactsuitVr.GetOtherHandFeedback(feedback) : TactsuitVR.FeedbackType.NoFeedback); tactsuitVr.ProvideHapticFeedback(0, 0, tactsuitVr.GetKickbackOfWeaponFromPlayer(feedback, leftHandedMode), false, TactsuitVR.FeedbackType.NoFeedback); }
public static float GetIntensityMultiplier(TactsuitVR.FeedbackType feedbackType) { switch (feedbackType) { case TactsuitVR.FeedbackType.DefaultHead: return(Properties.Settings.Default.intensityMultiplierDefaultHead); break; case TactsuitVR.FeedbackType.UnarmedHead: return(Properties.Settings.Default.intensityMultiplierUnarmedHead); break; case TactsuitVR.FeedbackType.GunHead: return(Properties.Settings.Default.intensityMultiplierGunHead); break; case TactsuitVR.FeedbackType.UnarmedBloater: return(Properties.Settings.Default.intensityMultiplierUnarmedBloater); break; case TactsuitVR.FeedbackType.UnarmedHeadcrab: return(Properties.Settings.Default.intensityMultiplierUnarmedHeadcrab); break; case TactsuitVR.FeedbackType.UnarmedHeadcrabArmored: return(Properties.Settings.Default.intensityMultiplierUnarmedHeadcrabArmored); break; case TactsuitVR.FeedbackType.UnarmedHeadcrabBlack: return(Properties.Settings.Default.intensityMultiplierUnarmedHeadcrabBlack); break; case TactsuitVR.FeedbackType.UnarmedHeadcrabFast: return(Properties.Settings.Default.intensityMultiplierUnarmedHeadcrabFast); break; case TactsuitVR.FeedbackType.UnarmedHeadcrabRunner: return(Properties.Settings.Default.intensityMultiplierUnarmedHeadcrabRunner); break; case TactsuitVR.FeedbackType.UnarmedFastZombie: return(Properties.Settings.Default.intensityMultiplierUnarmedFastZombie); break; case TactsuitVR.FeedbackType.UnarmedPoisonZombie: return(Properties.Settings.Default.intensityMultiplierUnarmedPoisonZombie); break; case TactsuitVR.FeedbackType.UnarmedZombie: return(Properties.Settings.Default.intensityMultiplierUnarmedZombie); break; case TactsuitVR.FeedbackType.UnarmedZombieBlind: return(Properties.Settings.Default.intensityMultiplierUnarmedZombieBlind); break; case TactsuitVR.FeedbackType.UnarmedZombine: return(Properties.Settings.Default.intensityMultiplierUnarmedZombine); break; case TactsuitVR.FeedbackType.UnarmedAntlion: return(Properties.Settings.Default.intensityMultiplierUnarmedAntlion); break; case TactsuitVR.FeedbackType.UnarmedAntlionGuard: return(Properties.Settings.Default.intensityMultiplierUnarmedAntlionGuard); break; case TactsuitVR.FeedbackType.UnarmedManhack: return(Properties.Settings.Default.intensityMultiplierUnarmedManhack); break; case TactsuitVR.FeedbackType.GrabbedByBarnacle: return(Properties.Settings.Default.intensityMultiplierGrabbedByBarnacle); break; case TactsuitVR.FeedbackType.ConcussionGrenade: return(Properties.Settings.Default.intensityMultiplierConcussionGrenade); break; case TactsuitVR.FeedbackType.BugBaitGrenade: return(Properties.Settings.Default.intensityMultiplierBugBaitGrenade); break; case TactsuitVR.FeedbackType.FragGrenade: return(Properties.Settings.Default.intensityMultiplierFragGrenade); break; case TactsuitVR.FeedbackType.SpyGrenade: return(Properties.Settings.Default.intensityMultiplierSpyGrenade); break; case TactsuitVR.FeedbackType.HandGrenade: return(Properties.Settings.Default.intensityMultiplierHandGrenade); break; case TactsuitVR.FeedbackType.RollerGrenade: return(Properties.Settings.Default.intensityMultiplierRollerGrenade); break; case TactsuitVR.FeedbackType.RollerMine: return(Properties.Settings.Default.intensityMultiplierRollerMine); break; case TactsuitVR.FeedbackType.Combine: return(Properties.Settings.Default.intensityMultiplierCombine); break; case TactsuitVR.FeedbackType.CombineS: return(Properties.Settings.Default.intensityMultiplierCombineS); break; case TactsuitVR.FeedbackType.CombineGantry: return(Properties.Settings.Default.intensityMultiplierCombineGantry); break; case TactsuitVR.FeedbackType.MetroPolice: return(Properties.Settings.Default.intensityMultiplierMetroPolice); break; case TactsuitVR.FeedbackType.Sniper: return(Properties.Settings.Default.intensityMultiplierSniper); break; case TactsuitVR.FeedbackType.Strider: return(Properties.Settings.Default.intensityMultiplierStrider); break; case TactsuitVR.FeedbackType.Turret: return(Properties.Settings.Default.intensityMultiplierTurret); break; case TactsuitVR.FeedbackType.FoliageTurret: return(Properties.Settings.Default.intensityMultiplierFoliageTurret); break; case TactsuitVR.FeedbackType.EnvironmentExplosion: return(Properties.Settings.Default.intensityMultiplierEnvironmentExplosion); break; case TactsuitVR.FeedbackType.EnvironmentLaser: return(Properties.Settings.Default.intensityMultiplierEnvironmentLaser); break; case TactsuitVR.FeedbackType.EnvironmentFire: return(Properties.Settings.Default.intensityMultiplierEnvironmentFire); break; case TactsuitVR.FeedbackType.EnvironmentSpark: return(Properties.Settings.Default.intensityMultiplierEnvironmentSpark); break; case TactsuitVR.FeedbackType.EnvironmentPoison: return(Properties.Settings.Default.intensityMultiplierEnvironmentPoison); break; case TactsuitVR.FeedbackType.EnvironmentRadiation: return(Properties.Settings.Default.intensityMultiplierEnvironmentRadiation); break; case TactsuitVR.FeedbackType.DamageExplosion: return(Properties.Settings.Default.intensityMultiplierDamageExplosion); break; case TactsuitVR.FeedbackType.DamageLaser: return(Properties.Settings.Default.intensityMultiplierDamageLaser); break; case TactsuitVR.FeedbackType.DamageFire: return(Properties.Settings.Default.intensityMultiplierDamageFire); break; case TactsuitVR.FeedbackType.DamageSpark: return(Properties.Settings.Default.intensityMultiplierDamageSpark); break; case TactsuitVR.FeedbackType.PlayerShootPistol: return(Properties.Settings.Default.intensityMultiplierPlayerShootPistol); break; case TactsuitVR.FeedbackType.PlayerShootShotgun: return(Properties.Settings.Default.intensityMultiplierPlayerShootShotgun); break; case TactsuitVR.FeedbackType.PlayerShootSMG: return(Properties.Settings.Default.intensityMultiplierPlayerShootSMG); break; case TactsuitVR.FeedbackType.PlayerShootDefault: return(Properties.Settings.Default.intensityMultiplierPlayerShootDefault); break; case TactsuitVR.FeedbackType.PlayerGrenadeLaunch: return(Properties.Settings.Default.intensityMultiplierPlayerGrenadeLaunch); break; case TactsuitVR.FeedbackType.PlayerShootPistolLeft: return(Properties.Settings.Default.intensityMultiplierPlayerShootPistol); break; case TactsuitVR.FeedbackType.PlayerShootShotgunLeft: return(Properties.Settings.Default.intensityMultiplierPlayerShootShotgun); break; case TactsuitVR.FeedbackType.PlayerShootSMGLeft: return(Properties.Settings.Default.intensityMultiplierPlayerShootSMG); break; case TactsuitVR.FeedbackType.PlayerShootDefaultLeft: return(Properties.Settings.Default.intensityMultiplierPlayerShootDefault); break; case TactsuitVR.FeedbackType.PlayerGrenadeLaunchLeft: return(Properties.Settings.Default.intensityMultiplierPlayerGrenadeLaunch); break; case TactsuitVR.FeedbackType.FallbackPistol: return(Properties.Settings.Default.intensityMultiplierFallbackPistol); break; case TactsuitVR.FeedbackType.FallbackShotgun: return(Properties.Settings.Default.intensityMultiplierFallbackShotgun); break; case TactsuitVR.FeedbackType.FallbackSMG: return(Properties.Settings.Default.intensityMultiplierFallbackSMG); break; case TactsuitVR.FeedbackType.FallbackPistolLeft: return(Properties.Settings.Default.intensityMultiplierFallbackPistol); break; case TactsuitVR.FeedbackType.FallbackShotgunLeft: return(Properties.Settings.Default.intensityMultiplierFallbackShotgun); break; case TactsuitVR.FeedbackType.FallbackSMGLeft: return(Properties.Settings.Default.intensityMultiplierFallbackSMG); break; case TactsuitVR.FeedbackType.KickbackPistol: return(Properties.Settings.Default.intensityMultiplierKickbackPistol); break; case TactsuitVR.FeedbackType.KickbackShotgun: return(Properties.Settings.Default.intensityMultiplierKickbackShotgun); break; case TactsuitVR.FeedbackType.KickbackSMG: return(Properties.Settings.Default.intensityMultiplierKickbackSMG); break; case TactsuitVR.FeedbackType.KickbackPistolLeft: return(Properties.Settings.Default.intensityMultiplierKickbackPistol); break; case TactsuitVR.FeedbackType.KickbackShotgunLeft: return(Properties.Settings.Default.intensityMultiplierKickbackShotgun); break; case TactsuitVR.FeedbackType.KickbackSMGLeft: return(Properties.Settings.Default.intensityMultiplierKickbackSMG); break; case TactsuitVR.FeedbackType.HeartBeat: return(Properties.Settings.Default.intensityMultiplierHeartBeat); break; case TactsuitVR.FeedbackType.HeartBeatFast: return(Properties.Settings.Default.intensityMultiplierHeartBeatFast); break; case TactsuitVR.FeedbackType.HealthPenUse: return(Properties.Settings.Default.intensityMultiplierHealthPenUse); break; case TactsuitVR.FeedbackType.HealthStationUse: return(Properties.Settings.Default.intensityMultiplierHealthStationUse); break; case TactsuitVR.FeedbackType.BackpackStoreClip: return(Properties.Settings.Default.intensityMultiplierBackpackStoreClip); break; case TactsuitVR.FeedbackType.BackpackStoreResin: return(Properties.Settings.Default.intensityMultiplierBackpackStoreResin); break; case TactsuitVR.FeedbackType.BackpackRetrieveClip: return(Properties.Settings.Default.intensityMultiplierBackpackRetrieveClip); break; case TactsuitVR.FeedbackType.BackpackRetrieveResin: return(Properties.Settings.Default.intensityMultiplierBackpackRetrieveResin); break; case TactsuitVR.FeedbackType.ItemHolderStore: return(Properties.Settings.Default.intensityMultiplierItemHolderStore); break; case TactsuitVR.FeedbackType.ItemHolderRemove: return(Properties.Settings.Default.intensityMultiplierItemHolderRemove); break; case TactsuitVR.FeedbackType.BackpackStoreClipLeft: return(Properties.Settings.Default.intensityMultiplierBackpackStoreClip); break; case TactsuitVR.FeedbackType.BackpackStoreResinLeft: return(Properties.Settings.Default.intensityMultiplierBackpackStoreResin); break; case TactsuitVR.FeedbackType.BackpackRetrieveClipLeft: return(Properties.Settings.Default.intensityMultiplierBackpackRetrieveClip); break; case TactsuitVR.FeedbackType.BackpackRetrieveResinLeft: return(Properties.Settings.Default.intensityMultiplierBackpackRetrieveResin); break; case TactsuitVR.FeedbackType.ItemHolderStoreLeft: return(Properties.Settings.Default.intensityMultiplierItemHolderStore); break; case TactsuitVR.FeedbackType.ItemHolderRemoveLeft: return(Properties.Settings.Default.intensityMultiplierItemHolderRemove); break; case TactsuitVR.FeedbackType.GravityGloveLockOn: return(Properties.Settings.Default.intensityMultiplierGravityGloveLockOn); break; case TactsuitVR.FeedbackType.GravityGlovePull: return(Properties.Settings.Default.intensityMultiplierGravityGlovePull); break; case TactsuitVR.FeedbackType.GravityGloveCatch: return(Properties.Settings.Default.intensityMultiplierGravityGloveCatch); break; case TactsuitVR.FeedbackType.GravityGloveLockOnLeft: return(Properties.Settings.Default.intensityMultiplierGravityGloveLockOn); break; case TactsuitVR.FeedbackType.GravityGlovePullLeft: return(Properties.Settings.Default.intensityMultiplierGravityGlovePull); break; case TactsuitVR.FeedbackType.GravityGloveCatchLeft: return(Properties.Settings.Default.intensityMultiplierGravityGloveCatch); break; case TactsuitVR.FeedbackType.ClipInserted: return(Properties.Settings.Default.intensityMultiplierClipInserted); break; case TactsuitVR.FeedbackType.ClipInsertedLeft: return(Properties.Settings.Default.intensityMultiplierClipInserted); break; case TactsuitVR.FeedbackType.ChamberedRound: return(Properties.Settings.Default.intensityMultiplierChamberedRound); break; case TactsuitVR.FeedbackType.ChamberedRoundLeft: return(Properties.Settings.Default.intensityMultiplierChamberedRound); break; case TactsuitVR.FeedbackType.Cough: return(Properties.Settings.Default.intensityMultiplierCough); break; case TactsuitVR.FeedbackType.CoughHead: return(Properties.Settings.Default.intensityMultiplierCoughHead); break; case TactsuitVR.FeedbackType.ShockOnHandLeft: return(Properties.Settings.Default.intensityMultiplierShockOnHand); break; case TactsuitVR.FeedbackType.ShockOnHandRight: return(Properties.Settings.Default.intensityMultiplierShockOnHand); break; case TactsuitVR.FeedbackType.DefaultDamage: return(Properties.Settings.Default.intensityMultiplierDefault); break; } return(Properties.Settings.Default.intensityMultiplierDefault); }