v3f fpv_offset, /* expressed relative to rigidbody */
tpv_offset,
+ tpv_offset_extra,
fpv_viewpoint, /* expressed relative to neck bone inverse final */
fpv_offset_smooth,
fpv_viewpoint_smooth,
#endif
v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
- v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
+ v3_add( player->tpv_offset_extra, player->tpv_offset,
+ player->tpv_offset );
}
player->cam_velocity_constant = 0.25f;
#include "player_api.h"
-static v3f TEMP_TPV_EXTRA; /* TODO: what? */
static float
k_cam_spring = 20.0f,
k_cam_damp = 6.7f,
offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
- v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+ v3_muls( offset, 0.3f, player->tpv_offset_extra );
/*
* Animation blending