diff options
| author | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
|---|---|---|
| committer | Michael Sartain <[email protected]> | 2014-10-02 08:25:55 -0700 |
| commit | 55ed12f8d1eb6887d348be03aee5573d44177ffb (patch) | |
| tree | 3686f7ca78c780cd9a3d367b79a9d9250c1be7c0 /sp/src/game/client/client_virtualreality.cpp | |
| parent | * Added support for Visual C++ 2013 Express to VPC (diff) | |
| download | source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.tar.xz source-sdk-2013-55ed12f8d1eb6887d348be03aee5573d44177ffb.zip | |
Updated the SDK with the latest code from the TF and HL2 branches.
Diffstat (limited to 'sp/src/game/client/client_virtualreality.cpp')
| -rw-r--r-- | sp/src/game/client/client_virtualreality.cpp | 11 |
1 files changed, 3 insertions, 8 deletions
diff --git a/sp/src/game/client/client_virtualreality.cpp b/sp/src/game/client/client_virtualreality.cpp index fb6e4417..af52b56e 100644 --- a/sp/src/game/client/client_virtualreality.cpp +++ b/sp/src/game/client/client_virtualreality.cpp @@ -261,8 +261,6 @@ CClientVirtualReality::CClientVirtualReality() m_rtLastMotionSample = 0; m_bMotionUpdated = false; - m_bForceVRMode = false; - #if defined( USE_SDL ) m_nNonVRSDLDisplayIndex = 0; #endif @@ -1367,7 +1365,7 @@ void CClientVirtualReality::Activate() return; // These checks don't apply if we're in VR mode because Steam said so. - if ( !m_bForceVRMode ) + if ( !ShouldForceVRActive() ) { // see if VR mode is even enabled if ( materials->GetCurrentConfigForVideoCard().m_nVRModeAdapter == -1 ) @@ -1441,7 +1439,7 @@ void CClientVirtualReality::Activate() vgui::ivgui()->SetVRMode( true ); // we can skip this extra mode change if we've always been in VR mode - if ( !m_bForceVRMode ) + if ( !ShouldForceVRActive() ) { VRRect_t rect; if ( g_pSourceVR->GetDisplayBounds( &rect ) ) @@ -1510,10 +1508,7 @@ void CClientVirtualReality::Deactivate() // Called when startup is complete void CClientVirtualReality::StartupComplete() { - if ( g_pSourceVR ) - m_bForceVRMode = g_pSourceVR->ShouldForceVRMode(); - - if ( vr_activate_default.GetBool( ) || m_bForceVRMode ) + if ( vr_activate_default.GetBool() || ShouldForceVRActive() ) Activate(); } |