}
link_content(){
- ln -sr bin/content/textures/ $1/textures
- ln -sr bin/content/models/ $1/models
- ln -sr bin/content/sound/ $1/sound
+ ln -srf bin/content/textures $1/textures
+ ln -srf bin/content/models $1/models
+ ln -srf bin/content/sound $1/sound
}
TIMESTAMP=`date +%Y-%m-%d_%H-%M-%S`
tar -chzvf dist/skaterift_server__$TIMESTAMP.tar.gz bin/linux_server
logit "Windows"
tar -chzvf dist/skaterift_win32__$TIMESTAMP.tar.gz bin/win32/
+ zip -r9 dist/skaterift_win32__$TIMESTAMP.zip bin/win32/
;;
# Runners
# ========================================================================
#include "bvh.h"
static float
- k_walkspeed = 7.0f, /* no longer used */
- k_runspeed = 14.0f,
+ k_walkspeed = 20.0f, /* no longer used */
+ k_runspeed = 20.0f,
k_board_radius = 0.3f,
k_board_length = 0.45f,
k_board_allowance = 0.04f,
k_jump_force = 5.0f,
k_pitch_limit = 1.5f,
k_look_speed = 2.0f,
- k_walk_accel = 5.0f,
+ k_walk_accel = 150.0f,
k_walk_friction = 8.0f;
static int freecam = 0;
{
struct player_phys *phys = &player.phys;
- if( vg_get_axis("grabl")>0.0f)
+ if( vg_get_button_down( "reset" ) )
{
player.is_dead = 0;
player_restore_frame();
if( vg_get_button_down( "switchmode" ) )
{
phys->on_board ^= 0x1;
+
+ if( phys->on_board )
+ {
+ v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
+ }
}
}
float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
run_norm = (float)player.mdl.anim_run->length/30.0f,
t = player.walk_timer,
- l = vg_get_axis("grabr") * 0.5f + 0.5f;
+ l = vg_get_axis("grabl") * 0.5f + 0.5f;
skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
vg_line( phys->rb.co, p1, 0xff0000ff );
float move_dead = 0.1f,
- move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead;
+ move = vg_get_axis("grabl")*0.5f + 0.5f - move_dead;
if( move > 0.0f )
{
{ "push", GLFW_GAMEPAD_BUTTON_A },
{ "break", GLFW_GAMEPAD_BUTTON_B },
{ "switchmode", GLFW_GAMEPAD_BUTTON_Y },
- { "jump", GLFW_GAMEPAD_BUTTON_X }
+ { "jump", GLFW_GAMEPAD_BUTTON_X },
+ { "reset", GLFW_GAMEPAD_BUTTON_LEFT_BUMPER }
};
static struct axis_binding vg_axis_binds[] =
1, sizeof( struct route ) );
struct route *route = &r->routes[r->route_count];
+ memset( route, 0, sizeof(struct route) );
v3_copy( inf->colour, route->colour );
route->colour[3] = 1.0f;