a fairly major physics update
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 /*
6 * TODO: Tilt camera down to face borde when its behind you or out of vision
7 */
8
9 #ifndef PLAYER_H
10 #define PLAYER_H
11
12 #define PLAYER_REWIND_FRAMES 60*4
13
14 #include "conf.h"
15 #include "audio.h"
16 #include "common.h"
17 #include "world.h"
18 #include "skeleton.h"
19 #include "bvh.h"
20
21 VG_STATIC float
22 k_walkspeed = 12.0f,
23 k_air_accelerate = 20.0f,
24
25 k_runspeed = 20.0f,
26 k_board_radius = 0.3f,
27 k_board_length = 0.45f,
28 k_board_allowance = 0.04f,
29 //k_friction_lat = 8.8f,
30 k_friction_lat = 12.0f,
31 k_friction_resistance = 0.01f,
32 k_max_push_speed = 16.0f,
33 k_push_accel = 10.0f,
34 k_push_cycle_rate = 8.0f,
35 k_steer_ground = 2.5f,
36 k_steer_air = 3.6f,
37 k_steer_air_lerp = 0.3f,
38 k_pump_force = 0.0f,
39 k_downforce = 8.0f,
40 k_walk_downforce = 8.0f,
41 k_jump_charge_speed = (1.0f/1.0f),
42 k_jump_force = 5.0f,
43 k_pitch_limit = 1.5f,
44 k_look_speed = 2.0f,
45 k_walk_accel = 150.0f,
46 k_walk_friction = 8.0f;
47
48 VG_STATIC int freecam = 0;
49 VG_STATIC int walk_grid_iterations = 1;
50 VG_STATIC float fc_speed = 10.0f;
51 VG_STATIC int cl_thirdperson = 0;
52
53 /*
54 * -----------------------------------------------------------------------------
55 * Memory
56 * -----------------------------------------------------------------------------
57 */
58
59 VG_STATIC struct gplayer
60 {
61 /* Physics */
62 rigidbody collide_front, collide_back;
63
64 struct player_phys
65 {
66 rigidbody rb, rb_gate_frame;
67 float iY, siY; /* Yaw inertia */
68
69 v3f a, v_last, m, bob, vl;
70
71 /* Utility */
72 float vswitch, slip, slip_last, reverse;
73 float grab, jump, pushing, push_time, rise;
74 v2f grab_mouse_delta;
75
76 int lift_frames;
77
78 double start_push;
79 int in_air, on_board, jump_charge, jump_dir, grind;
80
81 m3x3f vr,vr_pstep;
82 }
83 phys,
84 phys_gate_frame;
85
86 m4x3f visual_transform,
87 inv_visual_transform;
88
89 int is_dead, death_tick_allowance, rewinding;
90 int rewind_sound_wait;
91
92 struct land_prediction
93 {
94 v3f log[50];
95 v3f n;
96 u32 log_length;
97 float score;
98
99 enum prediction_type
100 {
101 k_prediction_none,
102 k_prediction_land,
103 k_prediction_grind
104 }
105 type;
106
107 u32 colour;
108 }
109 predictions[22];
110 u32 prediction_count;
111
112 v3f handl_target, handr_target,
113 handl, handr;
114
115 /* Input */
116 struct input_binding *input_js1h,
117 *input_js1v,
118 *input_js2h,
119 *input_js2v,
120 *input_jump,
121 *input_push,
122 *input_walk,
123 *input_walkh,
124 *input_walkv,
125 *input_switch_mode,
126 *input_reset,
127 *input_grab;
128
129 /* Camera */
130 float air_blend;
131 float air_time;
132
133 v3f camera_pos, smooth_localcam;
134 v2f angles;
135
136 struct rewind_frame
137 {
138 v3f pos;
139 v2f ang;
140 }
141 *rewind_buffer;
142 u32 rewind_incrementer,
143 rewind_length;
144
145 float rewind_time, rewind_total_length, rewind_predicted_time;
146 double diag_rewind_start, diag_rewind_time;
147 float dist_accum;
148
149 /* animation */
150 double jump_time;
151 float fslide,
152 fdirz, fdirx,
153 fstand,
154 ffly,
155 fpush,
156 fairdir,
157 fsetup,
158 walk_timer,
159 fjump,
160 fonboard,
161 frun,
162 fgrind;
163
164 float walk;
165 int step_phase;
166 enum mdl_surface_prop surface_prop;
167
168 /* player model */
169 struct player_model
170 {
171 glmesh player_meshes[3];
172
173 mdl_context meta;
174 struct skeleton sk;
175 struct skeleton_anim *anim_stand,
176 *anim_highg,
177 *anim_slide,
178 *anim_air,
179 *anim_push, *anim_push_reverse,
180 *anim_ollie, *anim_ollie_reverse,
181 *anim_grabs, *anim_stop,
182 *anim_walk, *anim_run, *anim_idle,
183 *anim_jump;
184
185 u32 id_hip,
186 id_ik_hand_l,
187 id_ik_hand_r,
188 id_ik_elbow_l,
189 id_ik_elbow_r,
190 id_head;
191
192 v3f cam_pos;
193
194 struct ragdoll_part
195 {
196 u32 bone_id;
197 //v3f offset;
198
199 /* Collider transform relative to bone */
200 m4x3f collider_mtx,
201 inv_collider_mtx;
202
203 u32 use_limits;
204 v3f limits[2];
205
206 rigidbody rb;
207 u32 parent;
208 u32 colour;
209 }
210 ragdoll[32];
211 u32 ragdoll_count;
212
213 rb_constr_pos position_constraints[32];
214 u32 position_constraints_count;
215
216 rb_constr_swingtwist cone_constraints[32];
217 u32 cone_constraints_count;
218
219 int shoes[2];
220 }
221 mdl;
222 }
223 player =
224 {
225 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
226 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
227 };
228
229 /*
230 * API
231 */
232 VG_STATIC float *player_get_pos(void);
233 VG_STATIC void player_kill(void);
234 VG_STATIC float *player_cam_pos(void);
235 VG_STATIC void player_save_frame(void);
236 VG_STATIC void player_restore_frame(void);
237 VG_STATIC void player_save_rewind_frame(void);
238
239 /*
240 * Submodules
241 */
242 VG_STATIC void player_mouseview(void);
243
244 #include "player_physics.h"
245 #include "player_ragdoll.h"
246 #include "player_model.h"
247 #include "player_animation.h"
248 #include "player_audio.h"
249
250 /*
251 * -----------------------------------------------------------------------------
252 * Events
253 * -----------------------------------------------------------------------------
254 */
255 VG_STATIC int kill_player( int argc, char const *argv[] );
256 VG_STATIC int reset_player( int argc, char const *argv[] );
257
258 VG_STATIC void player_init(void) /* 1 */
259 {
260 player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
261 player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
262 player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
263 player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
264 player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
265 player.input_jump = vg_create_named_input( "jump", k_input_type_button );
266 player.input_push = vg_create_named_input( "push", k_input_type_button );
267 player.input_walk = vg_create_named_input( "walk", k_input_type_button );
268
269 player.input_walkh = vg_create_named_input( "walk-h",
270 k_input_type_axis );
271 player.input_walkv = vg_create_named_input( "walk-v",
272 k_input_type_axis );
273
274
275 player.input_switch_mode = vg_create_named_input( "switch-mode",
276 k_input_type_button );
277 player.input_reset = vg_create_named_input( "reset", k_input_type_button );
278
279 const char *default_cfg[] =
280 {
281 "bind steer-h gp-ls-h",
282 "bind -steer-h a",
283 "bind +steer-h d",
284
285 "bind steer-v gp-ls-v",
286 "bind -steer-v w",
287 "bind +steer-v s",
288
289 "bind grab gp-rt",
290 "bind +grab shift",
291 "bind grab-h gp-rs-h",
292 "bind grab-v gp-rs-v",
293
294 "bind jump space",
295 "bind jump gp-a",
296
297 "bind push gp-b",
298 "bind push w",
299
300 "bind walk shift",
301 "bind walk gp-ls",
302
303 "bind walk-h gp-ls-h",
304 "bind walk-v -gp-ls-v",
305 "bind +walk-h d",
306 "bind -walk-h a",
307 "bind +walk-v w",
308 "bind -walk-v s",
309
310 "bind reset gp-lb",
311 "bind reset r",
312
313 "bind switch-mode gp-y",
314 "bind switch-mode e",
315 };
316
317 for( int i=0; i<vg_list_size(default_cfg); i++ )
318 vg_execute_console_input(default_cfg[i]);
319
320 rb_init( &player.phys.rb );
321 rb_init( &player.collide_front );
322 rb_init( &player.collide_back );
323
324 vg_convar_push( (struct vg_convar){
325 .name = "gwalk_speed",
326 .data = &k_walkspeed,
327 .data_type = k_convar_dtype_f32,
328 .opt_f32 = { .clamp = 0 },
329 .persistent = 0
330 });
331
332 vg_convar_push( (struct vg_convar){
333 .name = "air_accelerate",
334 .data = &k_air_accelerate,
335 .data_type = k_convar_dtype_f32,
336 .opt_f32 = { .clamp = 0 },
337 .persistent = 0
338 });
339
340 vg_convar_push( (struct vg_convar){
341 .name = "run_speed",
342 .data = &k_runspeed,
343 .data_type = k_convar_dtype_f32,
344 .opt_f32 = { .clamp = 0 },
345 .persistent = 1
346 });
347
348 vg_convar_push( (struct vg_convar){
349 .name = "walk_accel",
350 .data = &k_walk_accel,
351 .data_type = k_convar_dtype_f32,
352 .opt_f32 = { .clamp = 0 },
353 .persistent = 1
354 });
355
356 vg_convar_push( (struct vg_convar){
357 .name = "fc",
358 .data = &freecam,
359 .data_type = k_convar_dtype_i32,
360 .opt_i32 = { .min=0, .max=1, .clamp=1 },
361 .persistent = 1
362 });
363
364 vg_convar_push( (struct vg_convar){
365 .name = "cl_thirdperson",
366 .data = &cl_thirdperson,
367 .data_type = k_convar_dtype_i32,
368 .opt_i32 = { .min=0, .max=1, .clamp=1 },
369 .persistent = 1
370 });
371
372 vg_convar_push( (struct vg_convar){
373 .name = "fcs",
374 .data = &fc_speed,
375 .data_type = k_convar_dtype_f32,
376 .opt_f32 = { .clamp = 0 },
377 .persistent = 1
378 });
379
380 vg_convar_push( (struct vg_convar){
381 .name = "k_ragdoll_limit_scale",
382 .data = &k_ragdoll_limit_scale,
383 .data_type = k_convar_dtype_f32,
384 .opt_f32 = { .clamp = 0 },
385 .persistent = 1
386 });
387
388 vg_convar_push( (struct vg_convar){
389 .name = "k_ragdoll_div",
390 .data = &k_ragdoll_div,
391 .data_type = k_convar_dtype_i32,
392 .opt_i32 = { .clamp=0 },
393 .persistent = 1
394 });
395
396 vg_convar_push( (struct vg_convar){
397 .name = "k_ragdoll_debug_collider",
398 .data = &k_ragdoll_debug_collider,
399 .data_type = k_convar_dtype_i32,
400 .opt_i32 = { .clamp=0 },
401 .persistent = 1
402 });
403
404 vg_convar_push( (struct vg_convar){
405 .name = "k_ragdoll_debug_constraints",
406 .data = &k_ragdoll_debug_constraints,
407 .data_type = k_convar_dtype_i32,
408 .opt_i32 = { .clamp=0 },
409 .persistent = 1
410 });
411
412 vg_function_push( (struct vg_cmd){
413 .name = "reset",
414 .function = reset_player
415 });
416
417 vg_function_push( (struct vg_cmd){
418 .name = "kill",
419 .function = kill_player
420 });
421
422 /* HACK */
423 rb_register_cvar();
424
425 player.rewind_length = 0;
426 player.rewind_buffer =
427 vg_linear_alloc( vg_mem.rtmemory,
428 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
429
430 player_model_init();
431
432 /* controls */
433
434 }
435
436 VG_STATIC void player_save_rewind_frame(void)
437 {
438 if( player.rewind_length < PLAYER_REWIND_FRAMES )
439 {
440 struct rewind_frame *fr =
441 &player.rewind_buffer[ player.rewind_length ++ ];
442
443 v2_copy( player.angles, fr->ang );
444 v3_copy( player.camera_pos, fr->pos );
445
446 player.rewind_incrementer = 0;
447
448 if( player.rewind_length > 1 )
449 {
450 player.rewind_total_length +=
451 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
452 player.rewind_buffer[player.rewind_length-2].pos );
453 }
454 }
455 }
456
457
458 /* disaster */
459 VG_STATIC int menu_enabled(void);
460 #include "menu.h"
461
462 /*
463 * Free camera movement
464 */
465 VG_STATIC void player_mouseview(void)
466 {
467 if( menu_enabled() )
468 return;
469
470 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
471
472 if( vg_input.controller_should_use_trackpad_look )
473 {
474 static v2f last_input;
475 static v2f vel;
476 static v2f vel_smooth;
477
478 v2f input = { player.input_js2h->axis.value,
479 player.input_js2v->axis.value };
480
481 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
482 {
483 v2_sub( input, last_input, vel );
484 v2_muls( vel, 1.0f/vg.time_delta, vel );
485 }
486 else
487 {
488 v2_zero( vel );
489 }
490
491 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
492
493 v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
494 v2_copy( input, last_input );
495 }
496 else
497 {
498 player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
499 player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
500 }
501
502 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
503 }
504
505 /* Deal with input etc */
506 VG_STATIC void player_update_pre(void)
507 {
508 struct player_phys *phys = &player.phys;
509
510
511 {
512 v3f ra, rb, rx;
513 v3_copy( main_camera.pos, ra );
514 v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
515
516 float t;
517 if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
518 {
519 m4x3f mtx;
520 m3x3_identity( mtx );
521 v3_lerp( ra, rb, t, mtx[3] );
522
523 debug_sphere( mtx, 0.4f, 0xff00ff00 );
524
525 v3f x1;
526 v3_muladds( mtx[3], rx, 0.4f, x1 );
527 vg_line( mtx[3], x1, 0xffffffff );
528 }
529 }
530
531
532
533
534
535
536
537
538 if( player.rewinding )
539 return;
540
541 if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
542 {
543 double delta = world.time - world.last_use;
544
545 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
546 {
547 player.rewinding = 1;
548 player.rewind_sound_wait = 1;
549 player.rewind_time = (float)player.rewind_length - 0.0001f;
550 player_save_rewind_frame();
551 audio_lock();
552 audio_play_oneshot( &audio_rewind[0], 1.0f );
553 audio_unlock();
554
555 /* based on analytical testing. DONT CHANGE!
556 *
557 * time taken: y = (x^(4/5)) * 74.5
558 * inverse : x = (2/149)^(4/5) * y^(4/5)
559 */
560
561 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
562 curve = powf( player.rewind_total_length, 4.0f/5.0f );
563
564 player.rewind_predicted_time = constant * curve;
565 player.diag_rewind_start = vg.time;
566 player.diag_rewind_time = player.rewind_time;
567
568 player.is_dead = 0;
569 player.death_tick_allowance = 30;
570 player_restore_frame();
571
572 if( !phys->on_board )
573 {
574 player.angles[0] = atan2f( -phys->rb.forward[2],
575 -phys->rb.forward[0] );
576 }
577
578 player.mdl.shoes[0] = 1;
579 player.mdl.shoes[1] = 1;
580
581 world_routes_notify_reset();
582
583 /* apply 1 frame of movement */
584 player_do_motion();
585 }
586 else
587 {
588 if( player.is_dead )
589 {
590 reset_player( 0, NULL );
591 }
592 else
593 {
594 /* cant do that */
595 audio_lock();
596 audio_play_oneshot( &audio_rewind[4], 1.0f );
597 audio_unlock();
598 }
599 }
600 }
601
602 if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
603 {
604 phys->on_board ^= 0x1;
605
606 audio_lock();
607 if( phys->on_board )
608 {
609 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
610 audio_play_oneshot( &audio_lands[6], 1.0f );
611 }
612 else
613 {
614 audio_play_oneshot( &audio_lands[5], 1.0f );
615 }
616
617 audio_unlock();
618 }
619
620 if( !phys->on_board )
621 player_mouseview();
622 }
623
624 VG_STATIC void player_update_fixed(void) /* 2 */
625 {
626 if( player.rewinding )
627 return;
628
629 if( player.death_tick_allowance )
630 player.death_tick_allowance --;
631
632 struct player_phys *phys = &player.phys;
633
634 if( player.is_dead )
635 {
636 player_ragdoll_iter();
637 }
638 else
639 {
640 player.rewind_incrementer ++;
641
642 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
643 {
644 player_save_rewind_frame();
645 }
646
647 player_do_motion();
648 }
649 }
650
651 VG_STATIC void player_update_post(void)
652 {
653 for( int i=0; i<player.prediction_count; i++ )
654 {
655 struct land_prediction *p = &player.predictions[i];
656
657 for( int j=0; j<p->log_length - 1; j ++ )
658 vg_line( p->log[j], p->log[j+1], p->colour );
659
660 vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
661
662 v3f p1;
663 v3_add( p->log[p->log_length-1], p->n, p1 );
664 vg_line( p->log[p->log_length-1], p1, 0xffffffff );
665 }
666
667 if( player.is_dead )
668 {
669 player_debug_ragdoll();
670
671 if( !freecam )
672 player_animate_death_cam();
673 }
674 else
675 {
676 player_animate();
677
678 if( !freecam )
679 {
680 if( cl_thirdperson )
681 player_animate_camera_thirdperson();
682 else
683 player_animate_camera();
684 }
685 }
686
687 if( freecam )
688 player_freecam();
689
690 /* CAMERA POSITIONING: LAYER 0 */
691 v2_copy( player.angles, main_camera.angles );
692 v3_copy( player.camera_pos, main_camera.pos );
693
694 if( player.rewinding )
695 {
696 if( player.rewind_time <= 0.0f )
697 {
698 double taken = vg.time - player.diag_rewind_start;
699 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
700 taken, player.diag_rewind_time,
701 player.rewind_total_length );
702
703 player.rewinding = 0;
704 player.rewind_length = 1;
705 player.rewind_total_length = 0.0f;
706 player.rewind_incrementer = 0;
707 world.sky_target_rate = 1.0;
708 }
709 else
710 {
711 world.sky_target_rate = -100.0;
712 assert( player.rewind_length > 0 );
713
714 v2f override_angles;
715 v3f override_pos;
716
717 float budget = vg.time_delta,
718 overall_length = player.rewind_length;
719
720 world_routes_rollback_time( player.rewind_time / overall_length );
721
722 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
723 {
724 /* Interpolate frames */
725 int i0 = floorf( player.rewind_time ),
726 i1 = VG_MIN( i0+1, player.rewind_length-1 );
727
728 struct rewind_frame *fr = &player.rewind_buffer[i0],
729 *fr1 = &player.rewind_buffer[i1];
730
731 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
732 subl = vg_fractf( player.rewind_time ) + 0.001f,
733
734 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
735 speed = sramp*28.0f + 0.5f*player.rewind_time,
736 mod = speed * (budget / dist),
737
738 advl = vg_minf( mod, subl ),
739 advt = (advl / mod) * budget;
740
741 player.dist_accum += speed * advt;
742 player.rewind_time -= advl;
743 budget -= advt;
744 }
745
746 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
747
748 float current_time = vg.time - player.diag_rewind_start,
749 remaining = player.rewind_predicted_time - current_time;
750
751 if( player.rewind_sound_wait )
752 {
753 if( player.rewind_predicted_time >= 6.5f )
754 {
755 if( remaining <= 6.5f )
756 {
757 audio_lock();
758 audio_play_oneshot( &audio_rewind[3], 1.0f );
759 audio_unlock();
760 player.rewind_sound_wait = 0;
761 }
762 }
763 else if( player.rewind_predicted_time >= 2.5f )
764 {
765 if( remaining <= 2.5f )
766 {
767 audio_lock();
768 audio_play_oneshot( &audio_rewind[2], 1.0f );
769 audio_unlock();
770 player.rewind_sound_wait = 0;
771 }
772 }
773 else if( player.rewind_predicted_time >= 1.5f )
774 {
775 if( remaining <= 1.5f )
776 {
777 audio_lock();
778 audio_play_oneshot( &audio_rewind[1], 1.0f );
779 audio_unlock();
780 player.rewind_sound_wait = 0;
781 }
782 }
783 }
784
785 int i0 = floorf( player.rewind_time ),
786 i1 = VG_MIN( i0+1, player.rewind_length-1 );
787
788 struct rewind_frame *fr = &player.rewind_buffer[i0],
789 *fr1 = &player.rewind_buffer[i1];
790
791 float sub = vg_fractf(player.rewind_time);
792
793 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
794 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
795 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
796
797 /* CAMERA POSITIONING: LAYER 1 */
798 float blend = (4.0f-player.rewind_time) * 0.25f,
799 c = vg_clampf( blend, 0.0f, 1.0f );
800
801 main_camera.angles[0] =
802 vg_alerpf(override_angles[0], player.angles[0], c);
803 main_camera.angles[1] =
804 vg_lerpf (override_angles[1], player.angles[1], c);
805 v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
806 }
807 }
808
809 camera_update_transform( &main_camera );
810 player_audio();
811 }
812
813 VG_STATIC void draw_player( camera *cam )
814 {
815 if( player.is_dead )
816 player_model_copy_ragdoll();
817
818 shader_viewchar_use();
819 vg_tex2d_bind( &tex_characters, 0 );
820 shader_viewchar_uTexMain( 0 );
821 shader_viewchar_uCamera( cam->transform[3] );
822 shader_viewchar_uPv( cam->mtx.pv );
823 shader_link_standard_ub( _shader_viewchar.id, 2 );
824 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
825 player.mdl.sk.bone_count,
826 0,
827 (float *)player.mdl.sk.final_mtx );
828
829 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
830 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
831 }
832
833 /*
834 * -----------------------------------------------------------------------------
835 * API implementation
836 * -----------------------------------------------------------------------------
837 */
838
839 VG_STATIC float *player_get_pos(void)
840 {
841 return player.phys.rb.co;
842 }
843
844 VG_STATIC void player_kill(void)
845 {
846 if( player.death_tick_allowance == 0 )
847 {
848 player.is_dead = 1;
849 player_ragdoll_copy_model( player.phys.rb.v );
850 }
851 }
852
853 VG_STATIC float *player_cam_pos(void)
854 {
855 return player.camera_pos;
856 }
857
858
859 #endif /* PLAYER_H */