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Added First Person VR item management
- Implemented DVDReadVrAsset function to read mapped disc paths for VR assets. - Created HeldItem structure and ReadHeldItem function for managing held items in the game. - Developed unit tests for ReadHeldItem to ensure correct functionality and edge case handling. - Added cockpit item data tests to validate model indexing and parsing of archives.
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@@ -153,6 +153,16 @@ typedef struct {
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AuroraCockpitHand hands[2];
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} AuroraCockpit;
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// Inventory from the same guest frame as the scene. hand: 0 left, 1 right,
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// 2 off. A zero-initialised value has no item.
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typedef struct {
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uint64_t raceGeneration;
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uint8_t id;
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uint8_t count;
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uint8_t hand;
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bool valid;
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} AuroraCockpitItem;
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typedef struct {
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float position[3];
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int16_t joints[4];
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@@ -324,6 +334,11 @@ void aurora_set_stereo_scene_anchor(const float anchorFromScene[12]);
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// The sealed frame then owns that scale: each eye's head/IPD translation is
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// rescaled from the packet's AuroraCockpit::unitsPerMeter to it.
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void aurora_set_stereo_scene_anchor_scaled(const float anchorFromScene[12], float unitsPerMeter);
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// GX producer thread, after the scene anchor and before sealing that frame.
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void aurora_set_stereo_cockpit_item(const AuroraCockpitItem* item);
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// Copies a user-supplied Race/Common.szs archive. May be called on the guest
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// thread; the renderer owns decoded assets and never refers back to guest RAM.
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void aurora_set_cockpit_item_archive(const void* bytes, uint32_t size);
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// Select Player 1's subview for immersive replay of 2-4 local screens.
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// Producer-thread, per-frame metadata, consumed by the next end_frame call.
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// One (the default) keeps full-frame replay. Desktop rendering is unaffected.
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