4 #include "player_api.h"
6 #include "player_common.h"
7 #include "player_walk.h"
8 #include "player_skate.h"
9 //#include "player_dead.h"
11 struct player_instance
13 /* transform definition */
19 * ---------------------------
21 camera cam
; /* output final camera */
25 k_cam_firstperson
= 0,
29 float camera_type_blend
;
32 v3f fpv_offset
, /* expressed relative to rigidbody */
34 fpv_viewpoint
, /* expressed relative to neck bone inverse final */
41 float cam_velocity_influence
,
42 cam_velocity_coefficient
,
43 cam_velocity_constant
,
44 cam_velocity_coefficient_smooth
,
45 cam_velocity_constant_smooth
,
46 cam_velocity_influence_smooth
,
50 teleport_gate
*gate_waiting
;
54 * --------------------------------
56 struct input_binding
*input_js1h
,
72 * --------------------------------------------------
75 struct player_avatar
*playeravatar
;
77 struct player_ragdoll ragdoll
;
80 player_pose holdout_pose
;
85 * -------------------------------------------------
90 k_player_subsystem_walk
= 0,
91 k_player_subsystem_skate
= 1,
92 k_player_subsystem_dead
= 2
96 struct player_skate _skate
;
97 struct player_walk _walk
;
98 //struct player_dead _dead;
103 * ---------------------------------------------------------
107 void (*_player_bind
[])( player_instance
*player
) =
115 void (*_player_reset
[])( player_instance
*player
, struct respawn_point
*rp
) =
123 void (*_player_pre_update
[])( player_instance
*player
) =
125 player__walk_pre_update
,
126 player__skate_pre_update
,
131 void( *_player_update
[])( player_instance
*player
) =
134 player__skate_update
,
139 void( *_player_post_update
[])( player_instance
*player
) =
141 player__walk_post_update
,
142 player__skate_post_update
,
147 void( *_player_im_gui
[])( player_instance
*player
) =
150 player__skate_im_gui
,
155 void( *_player_animate
[])( player_instance
*player
, player_animation
*dest
) =
157 player__walk_animate
,
158 player__skate_animate
,
163 void( *_player_post_animate
[])( player_instance
*player
) =
165 player__walk_post_animate
,
166 player__skate_post_animate
,
173 #include "player_common.c"
174 #include "player_walk.c"
175 #include "player_skate.c"
176 //#include "player_dead.c"
178 #endif /* PLAYER_H */
183 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
190 #define PLAYER_REWIND_FRAMES 60*4
196 #include "skeleton.h"
201 * -----------------------------------------------------------------------------
203 * -----------------------------------------------------------------------------
206 VG_STATIC
struct gplayer
208 rigidbody rb
, rb_frame
;
209 v3f co
, angles
; /* used as transfer between controllers */
211 enum player_controller
213 k_player_controller_walk
,
214 k_player_controller_skate
,
215 k_player_controller_ragdoll
,
216 k_player_controller_mountain_skate
,
217 k_player_controller_snowboard
,
218 k_player_controller_drive
223 m4x3f visual_transform
,
224 inv_visual_transform
;
226 int is_dead
, death_tick_allowance
, rewinding
;
227 int rewind_sound_wait
;
230 v3f handl_target
, handr_target
,
234 struct input_binding
*input_js1h
,
249 v3f camera_pos
, smooth_localcam
;
257 u32 rewind_incrementer
,
260 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
261 double diag_rewind_start
, diag_rewind_time
;
284 enum mdl_surface_prop surface_prop
;
289 glmesh player_meshes
[3];
293 struct skeleton_anim
*anim_stand
,
297 *anim_push
, *anim_push_reverse
,
298 *anim_ollie
, *anim_ollie_reverse
,
299 *anim_grabs
, *anim_stop
,
300 *anim_walk
, *anim_run
, *anim_idle
,
320 /* Collider transform relative to bone */
334 rb_constr_pos position_constraints
[32];
335 u32 position_constraints_count
;
337 rb_constr_swingtwist cone_constraints
[32];
338 u32 cone_constraints_count
;
349 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
350 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
359 VG_STATIC
float *player_get_pos(void);
360 VG_STATIC
void player_kill(void);
361 VG_STATIC
float *player_cam_pos(void);
362 VG_STATIC
void player_save_frame(void);
363 VG_STATIC
void player_restore_frame(void);
364 VG_STATIC
void player_save_rewind_frame(void);
369 VG_STATIC
void player_mouseview(void);
371 #include "player_physics.h"
372 #include "player_physics_skate.h"
373 #include "player_physics_walk.h"
374 #include "player_ragdoll.h"
375 #include "player_model.h"
376 #include "player_animation.h"
377 #include "player_audio.h"
380 * player_physics_<INTERFACE>_<SUB-INTERFACE>
387 * -----------------------------------------------------------------------------
389 * -----------------------------------------------------------------------------
391 VG_STATIC
int kill_player( int argc
, char const *argv
[] );
392 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
393 VG_STATIC
void reset_player_poll( int argc
, char const *argv
[] );
395 VG_STATIC
void player_init(void) /* 1 */
398 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
399 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
400 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
401 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
402 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
403 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
404 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
405 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
407 player
.input_walkh
= vg_create_named_input( "walk-h",
409 player
.input_walkv
= vg_create_named_input( "walk-v",
413 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
414 k_input_type_button
);
415 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
417 const char *default_cfg
[] =
419 "bind steer-h gp-ls-h",
423 "bind steer-v gp-ls-v",
429 "bind grab-h gp-rs-h",
430 "bind grab-v gp-rs-v",
441 "bind walk-h gp-ls-h",
442 "bind walk-v -gp-ls-v",
451 "bind switch-mode gp-y",
452 "bind switch-mode e",
455 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
456 vg_execute_console_input(default_cfg
[i
]);
459 rb_init( &player
.rb
);
461 VG_VAR_F32( k_walkspeed
);
462 VG_VAR_F32( k_stopspeed
);
463 VG_VAR_F32( k_airspeed
);
464 VG_VAR_F32( k_walk_friction
);
465 VG_VAR_F32( k_walk_air_accel
);
466 VG_VAR_F32( k_runspeed
);
467 VG_VAR_F32( k_walk_accel
);
469 VG_VAR_I32( freecam
);
470 VG_VAR_I32( cl_thirdperson
);
471 VG_VAR_F32_PERSISTENT( fc_speed
);
473 /* TODO: NOT PERSISTENT */
474 VG_VAR_F32( k_ragdoll_limit_scale
);
475 VG_VAR_I32( k_ragdoll_div
);
476 VG_VAR_I32( k_ragdoll_debug_collider
);
477 VG_VAR_I32( k_ragdoll_debug_constraints
);
479 VG_VAR_F32( k_friction_lat
);
481 VG_VAR_F32( k_cog_spring
);
482 VG_VAR_F32( k_cog_damp
);
484 VG_VAR_F32( k_cog_mass_ratio
);
485 VG_VAR_F32( k_downforce
);
487 VG_VAR_F32( k_spring_force
);
488 VG_VAR_F32( k_spring_dampener
);
489 VG_VAR_F32( k_spring_angular
);
491 VG_VAR_F32( k_mmthrow_scale
);
492 VG_VAR_F32( k_mmcollect_lat
);
493 VG_VAR_F32( k_mmcollect_vert
);
494 VG_VAR_F32( k_mmdecay
);
496 vg_function_push( (struct vg_cmd
){
498 .function
= reset_player
,
499 .poll_suggest
= reset_player_poll
502 vg_function_push( (struct vg_cmd
){
504 .function
= kill_player
510 player
.rewind_length
= 0;
511 player
.rewind_buffer
=
512 vg_linear_alloc( vg_mem
.rtmemory
,
513 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
518 VG_STATIC
void player_save_rewind_frame(void)
520 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
522 struct rewind_frame
*fr
=
523 &player
.rewind_buffer
[ player
.rewind_length
++ ];
525 v2_copy( player
.angles
, fr
->ang
);
526 v3_copy( player
.camera_pos
, fr
->pos
);
528 player
.rewind_incrementer
= 0;
530 if( player
.rewind_length
> 1 )
532 player
.rewind_total_length
+=
533 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
534 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
541 VG_STATIC
int menu_enabled(void);
544 VG_STATIC
void player_do_motion(void);
546 * Free camera movement
548 VG_STATIC
void player_mouseview(void)
553 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
555 if( vg_input
.controller_should_use_trackpad_look
)
557 static v2f last_input
;
559 static v2f vel_smooth
;
561 v2f input
= { player
.input_js2h
->axis
.value
,
562 player
.input_js2v
->axis
.value
};
564 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
566 v2_sub( input
, last_input
, vel
);
567 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
574 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
576 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
577 v2_copy( input
, last_input
);
581 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
582 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
585 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
588 /* Deal with input etc */
589 VG_STATIC
void player_update_pre(void)
594 v3_copy( main_camera
.pos
, ra
);
595 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
598 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
601 m3x3_identity( mtx
);
602 v3_lerp( ra
, rb
, t
, mtx
[3] );
604 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
607 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
608 vg_line( mtx
[3], x1
, 0xffffffff );
614 vg_line_pt3( phys
->cog
, 0.10f
, 0xffffffff );
615 vg_line_pt3( phys
->cog
, 0.09f
, 0xffffffff );
616 vg_line_pt3( phys
->cog
, 0.08f
, 0xffffffff );
617 vg_line( phys
->cog
, phys
->rb
.co
, 0xff000000 );
620 v3f throw_end
, p0
, p1
;
621 v3_muladds( phys
->rb
.co
, phys
->rb
.up
, 1.0f
, spring_end
);
622 v3_muladds( spring_end
, phys
->throw_v
, 1.0f
, throw_end
);
623 v3_muladds( spring_end
, player
.debug_mmcollect_lat
, 1.0f
, p0
);
624 v3_muladds( spring_end
, player
.debug_mmcollect_vert
, 1.0f
, p1
);
625 vg_line( spring_end
, throw_end
, VG__RED
);
626 vg_line( spring_end
, p0
, VG__GREEN
);
627 vg_line( spring_end
, p1
, VG__BLUE
);
630 if( player
.rewinding
)
633 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
635 double delta
= world
.time
- world
.last_use
;
637 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
639 player
.rewinding
= 1;
640 player
.rewind_sound_wait
= 1;
641 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
642 player_save_rewind_frame();
644 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
647 /* based on analytical testing. DONT CHANGE!
649 * time taken: y = (x^(4/5)) * 74.5
650 * inverse : x = (2/149)^(4/5) * y^(4/5)
653 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
654 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
656 player
.rewind_predicted_time
= constant
* curve
;
657 player
.diag_rewind_start
= vg
.time
;
658 player
.diag_rewind_time
= player
.rewind_time
;
661 player
.death_tick_allowance
= 30;
662 player_restore_frame();
664 if( player
.controller
== k_player_controller_walk
)
666 player
.angles
[0] = atan2f( -player
.rb
.forward
[2],
667 -player
.rb
.forward
[0] );
670 player
.mdl
.shoes
[0] = 1;
671 player
.mdl
.shoes
[1] = 1;
673 world_routes_notify_reset();
675 /* apply 1 frame of movement */
682 reset_player( 0, NULL
);
688 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
694 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
699 if( phys
->controller
== k_player_controller_walk
)
701 phys
->controller
= k_player_controller_skate
;
703 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
704 audio_play_oneshot( &audio_lands
[6], 1.0f
);
706 else if( phys
->controller
== k_player_controller_skate
)
708 phys
->controller
= k_player_controller_walk
;
710 audio_play_oneshot( &audio_lands
[5], 1.0f
);
717 if( player
.controller
== k_player_controller_walk
)
721 VG_STATIC
void player_update_fixed(void) /* 2 */
723 if( player
.rewinding
)
726 if( player
.death_tick_allowance
)
727 player
.death_tick_allowance
--;
731 player_ragdoll_iter();
735 player
.rewind_incrementer
++;
737 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
739 player_save_rewind_frame();
746 VG_STATIC
void player_update_post(void)
749 for( int i
=0; i
<player
.prediction_count
; i
++ )
751 struct land_prediction
*p
= &player
.predictions
[i
];
753 for( int j
=0; j
<p
->log_length
- 1; j
++ )
754 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
756 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
759 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
760 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
767 player_debug_ragdoll();
770 player_animate_death_cam();
779 player_animate_camera_thirdperson();
781 player_animate_camera();
789 /* CAMERA POSITIONING: LAYER 0 */
790 v2_copy( player
.angles
, main_camera
.angles
);
791 v3_copy( player
.camera_pos
, main_camera
.pos
);
794 if( player
.rewinding
)
796 if( player
.rewind_time
<= 0.0f
)
798 double taken
= vg
.time
- player
.diag_rewind_start
;
799 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
800 taken
, player
.diag_rewind_time
,
801 player
.rewind_total_length
);
803 player
.rewinding
= 0;
804 player
.rewind_length
= 1;
805 player
.rewind_total_length
= 0.0f
;
806 player
.rewind_incrementer
= 0;
807 world
.sky_target_rate
= 1.0;
811 world
.sky_target_rate
= -100.0;
812 assert( player
.rewind_length
> 0 );
817 float budget
= vg
.time_delta
,
818 overall_length
= player
.rewind_length
;
820 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
822 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
824 /* Interpolate frames */
825 int i0
= floorf( player
.rewind_time
),
826 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
828 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
829 *fr1
= &player
.rewind_buffer
[i1
];
831 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
832 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
834 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
835 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
836 mod
= speed
* (budget
/ dist
),
838 advl
= vg_minf( mod
, subl
),
839 advt
= (advl
/ mod
) * budget
;
841 player
.dist_accum
+= speed
* advt
;
842 player
.rewind_time
-= advl
;
846 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
848 float current_time
= vg
.time
- player
.diag_rewind_start
,
849 remaining
= player
.rewind_predicted_time
- current_time
;
851 if( player
.rewind_sound_wait
)
853 if( player
.rewind_predicted_time
>= 6.5f
)
855 if( remaining
<= 6.5f
)
858 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
860 player
.rewind_sound_wait
= 0;
863 else if( player
.rewind_predicted_time
>= 2.5f
)
865 if( remaining
<= 2.5f
)
868 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
870 player
.rewind_sound_wait
= 0;
873 else if( player
.rewind_predicted_time
>= 1.5f
)
875 if( remaining
<= 1.5f
)
878 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
880 player
.rewind_sound_wait
= 0;
885 int i0
= floorf( player
.rewind_time
),
886 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
888 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
889 *fr1
= &player
.rewind_buffer
[i1
];
891 float sub
= vg_fractf(player
.rewind_time
);
893 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
894 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
895 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
897 /* CAMERA POSITIONING: LAYER 1 */
898 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
899 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
901 main_camera
.angles
[0] =
902 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
903 main_camera
.angles
[1] =
904 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
905 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
910 camera_update_transform( &main_camera
);
914 VG_STATIC
void draw_player( camera
*cam
)
917 player_model_copy_ragdoll();
919 shader_viewchar_use();
920 vg_tex2d_bind( &tex_characters
, 0 );
921 shader_viewchar_uTexMain( 0 );
922 shader_viewchar_uCamera( cam
->transform
[3] );
923 shader_viewchar_uPv( cam
->mtx
.pv
);
924 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
925 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
926 player
.mdl
.sk
.bone_count
,
928 (float *)player
.mdl
.sk
.final_mtx
);
930 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
931 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
934 VG_STATIC
void player_do_motion(void)
936 if( world
.water
.enabled
)
938 if( (player
.rb
.co
[1] < 0.0f
) && !player
.is_dead
)
941 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
942 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
943 audio_player_set_vol( &audio_player_extra
, 20.0f
);
944 audio_player_playclip( &audio_player_extra
, &audio_splash
);
952 v3_copy( player
.rb
.co
, prevco
);
954 if( player
.controller
== k_player_controller_skate
)
957 player_skate_update();
961 player_walk_physics( &player_walky
);
964 /* Real angular velocity integration */
966 v3_lerp( phys
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, phys
->rb
.w
);
967 if( v3_length2( phys
->rb
.w
) > 0.0f
)
971 v3_copy( phys
->rb
.w
, axis
);
973 float mag
= v3_length( axis
);
974 v3_divs( axis
, mag
, axis
);
975 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
976 q_mul( rotation
, phys
->rb
.q
, phys
->rb
.q
);
979 /* Faux angular velocity */
982 float lerpq
= (player_skate
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
983 phys
->siY
= vg_lerpf( phys
->siY
, phys
->iY
, lerpq
);
985 q_axis_angle( rotate
, phys
->rb
.up
, phys
->siY
);
986 q_mul( rotate
, phys
->rb
.q
, phys
->rb
.q
);
991 * Gate intersection, by tracing a line over the gate planes
994 for( int i
=0; i
<world
.gate_count
; i
++ )
996 struct route_gate
*rg
= &world
.gates
[i
];
997 teleport_gate
*gate
= &rg
->gate
;
999 if( gate_intersect( gate
, phys
->rb
.co
, prevco
) )
1001 m4x3_mulv( gate
->transport
, phys
->rb
.co
, phys
->rb
.co
);
1002 m4x3_mulv( gate
->transport
, phys
->cog
, phys
->cog
);
1003 m3x3_mulv( gate
->transport
, phys
->cog_v
, phys
->cog_v
);
1004 m3x3_mulv( gate
->transport
, phys
->rb
.v
, phys
->rb
.v
);
1005 m3x3_mulv( gate
->transport
, phys
->vl
, phys
->vl
);
1006 m3x3_mulv( gate
->transport
, phys
->v_last
, phys
->v_last
);
1007 m3x3_mulv( gate
->transport
, phys
->m
, phys
->m
);
1008 m3x3_mulv( gate
->transport
, phys
->bob
, phys
->bob
);
1010 /* Pre-emptively edit the camera matrices so that the motion vectors
1014 m4x3_invert_affine( gate
->transport
, transport_i
);
1015 m4x3_expand( transport_i
, transport_4
);
1016 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
1017 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
1019 v4f transport_rotation
;
1020 m3x3_q( gate
->transport
, transport_rotation
);
1021 q_mul( transport_rotation
, phys
->rb
.q
, phys
->rb
.q
);
1023 world_routes_activate_gate( i
);
1025 if( phys
->controller
== k_player_controller_walk
)
1027 v3f fwd_dir
= {cosf(player
.angles
[0]),
1029 sinf(player
.angles
[0])};
1030 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
1032 player
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
1035 player
.rewind_length
= 0;
1036 player
.rewind_total_length
= 0.0f
;
1037 player
.rewind_incrementer
= 10000;
1038 player_save_frame();
1041 audio_play_oneshot( &audio_gate_pass
, 1.0f
);
1048 rb_update_transform( &player
.rb
);
1052 * -----------------------------------------------------------------------------
1053 * API implementation
1054 * -----------------------------------------------------------------------------
1057 VG_STATIC
float *player_get_pos(void)
1059 return player
.rb
.co
;
1062 VG_STATIC
void player_kill(void)
1064 if( player
.death_tick_allowance
== 0 )
1067 player_ragdoll_copy_model( player
.rb
.v
);
1071 VG_STATIC
float *player_cam_pos(void)
1073 return player
.camera_pos
;
1077 VG_STATIC
void player_save_frame(void)
1079 player
.controller_frame
= player
.controller
;
1081 /* TODO <interface>->save() */
1084 VG_STATIC
void player_restore_frame(void)
1086 player
.controller
= player
.controller_frame
;
1088 /* TODO <interface>->load() */
1091 #endif /* PLAYER_H */