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
,
75 * --------------------------------------------------
78 struct player_avatar
*playeravatar
;
80 struct player_ragdoll ragdoll
;
83 player_pose holdout_pose
;
88 * -------------------------------------------------
93 k_player_subsystem_walk
= 0,
94 k_player_subsystem_skate
= 1,
95 k_player_subsystem_dead
= 2
99 struct player_skate _skate
;
100 struct player_walk _walk
;
101 struct player_dead _dead
;
106 * ---------------------------------------------------------
110 void (*_player_bind
[])( player_instance
*player
) =
118 void (*_player_reset
[])( player_instance
*player
, struct respawn_point
*rp
) =
126 void (*_player_pre_update
[])( player_instance
*player
) =
128 player__walk_pre_update
,
129 player__skate_pre_update
,
134 void( *_player_update
[])( player_instance
*player
) =
137 player__skate_update
,
142 void( *_player_post_update
[])( player_instance
*player
) =
144 player__walk_post_update
,
145 player__skate_post_update
,
150 void( *_player_im_gui
[])( player_instance
*player
) =
153 player__skate_im_gui
,
158 void( *_player_animate
[])( player_instance
*player
, player_animation
*dest
) =
160 player__walk_animate
,
161 player__skate_animate
,
166 void( *_player_post_animate
[])( player_instance
*player
) =
168 player__walk_post_animate
,
169 player__skate_post_animate
,
170 player__dead_post_animate
176 #include "player_common.c"
177 #include "player_walk.c"
178 #include "player_skate.c"
179 #include "player_dead.c"
181 #endif /* PLAYER_H */
186 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
193 #define PLAYER_REWIND_FRAMES 60*4
199 #include "skeleton.h"
204 * -----------------------------------------------------------------------------
206 * -----------------------------------------------------------------------------
209 VG_STATIC
struct gplayer
211 rigidbody rb
, rb_frame
;
212 v3f co
, angles
; /* used as transfer between controllers */
214 enum player_controller
216 k_player_controller_walk
,
217 k_player_controller_skate
,
218 k_player_controller_ragdoll
,
219 k_player_controller_mountain_skate
,
220 k_player_controller_snowboard
,
221 k_player_controller_drive
226 m4x3f visual_transform
,
227 inv_visual_transform
;
229 int is_dead
, death_tick_allowance
, rewinding
;
230 int rewind_sound_wait
;
233 v3f handl_target
, handr_target
,
237 struct input_binding
*input_js1h
,
252 v3f camera_pos
, smooth_localcam
;
260 u32 rewind_incrementer
,
263 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
264 double diag_rewind_start
, diag_rewind_time
;
287 enum mdl_surface_prop surface_prop
;
292 glmesh player_meshes
[3];
296 struct skeleton_anim
*anim_stand
,
300 *anim_push
, *anim_push_reverse
,
301 *anim_ollie
, *anim_ollie_reverse
,
302 *anim_grabs
, *anim_stop
,
303 *anim_walk
, *anim_run
, *anim_idle
,
323 /* Collider transform relative to bone */
337 rb_constr_pos position_constraints
[32];
338 u32 position_constraints_count
;
340 rb_constr_swingtwist cone_constraints
[32];
341 u32 cone_constraints_count
;
352 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
353 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
362 VG_STATIC
float *player_get_pos(void);
363 VG_STATIC
void player_kill(void);
364 VG_STATIC
float *player_cam_pos(void);
365 VG_STATIC
void player_save_frame(void);
366 VG_STATIC
void player_restore_frame(void);
367 VG_STATIC
void player_save_rewind_frame(void);
372 VG_STATIC
void player_mouseview(void);
374 #include "player_physics.h"
375 #include "player_physics_skate.h"
376 #include "player_physics_walk.h"
377 #include "player_ragdoll.h"
378 #include "player_model.h"
379 #include "player_animation.h"
380 #include "player_audio.h"
383 * player_physics_<INTERFACE>_<SUB-INTERFACE>
390 * -----------------------------------------------------------------------------
392 * -----------------------------------------------------------------------------
394 VG_STATIC
int kill_player( int argc
, char const *argv
[] );
395 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
396 VG_STATIC
void reset_player_poll( int argc
, char const *argv
[] );
398 VG_STATIC
void player_init(void) /* 1 */
401 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
402 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
403 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
404 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
405 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
406 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
407 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
408 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
410 player
.input_walkh
= vg_create_named_input( "walk-h",
412 player
.input_walkv
= vg_create_named_input( "walk-v",
416 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
417 k_input_type_button
);
418 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
420 const char *default_cfg
[] =
422 "bind steer-h gp-ls-h",
426 "bind steer-v gp-ls-v",
432 "bind grab-h gp-rs-h",
433 "bind grab-v gp-rs-v",
444 "bind walk-h gp-ls-h",
445 "bind walk-v -gp-ls-v",
454 "bind switch-mode gp-y",
455 "bind switch-mode e",
458 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
459 vg_execute_console_input(default_cfg
[i
]);
462 rb_init( &player
.rb
);
464 VG_VAR_F32( k_walkspeed
);
465 VG_VAR_F32( k_stopspeed
);
466 VG_VAR_F32( k_airspeed
);
467 VG_VAR_F32( k_walk_friction
);
468 VG_VAR_F32( k_walk_air_accel
);
469 VG_VAR_F32( k_runspeed
);
470 VG_VAR_F32( k_walk_accel
);
472 VG_VAR_I32( freecam
);
473 VG_VAR_I32( cl_thirdperson
);
474 VG_VAR_F32_PERSISTENT( fc_speed
);
476 /* TODO: NOT PERSISTENT */
477 VG_VAR_F32( k_ragdoll_limit_scale
);
478 VG_VAR_I32( k_ragdoll_div
);
479 VG_VAR_I32( k_ragdoll_debug_collider
);
480 VG_VAR_I32( k_ragdoll_debug_constraints
);
482 VG_VAR_F32( k_friction_lat
);
484 VG_VAR_F32( k_cog_spring
);
485 VG_VAR_F32( k_cog_damp
);
487 VG_VAR_F32( k_cog_mass_ratio
);
488 VG_VAR_F32( k_downforce
);
490 VG_VAR_F32( k_spring_force
);
491 VG_VAR_F32( k_spring_dampener
);
492 VG_VAR_F32( k_spring_angular
);
494 VG_VAR_F32( k_mmthrow_scale
);
495 VG_VAR_F32( k_mmcollect_lat
);
496 VG_VAR_F32( k_mmcollect_vert
);
497 VG_VAR_F32( k_mmdecay
);
499 vg_function_push( (struct vg_cmd
){
501 .function
= reset_player
,
502 .poll_suggest
= reset_player_poll
505 vg_function_push( (struct vg_cmd
){
507 .function
= kill_player
513 player
.rewind_length
= 0;
514 player
.rewind_buffer
=
515 vg_linear_alloc( vg_mem
.rtmemory
,
516 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
521 VG_STATIC
void player_save_rewind_frame(void)
523 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
525 struct rewind_frame
*fr
=
526 &player
.rewind_buffer
[ player
.rewind_length
++ ];
528 v2_copy( player
.angles
, fr
->ang
);
529 v3_copy( player
.camera_pos
, fr
->pos
);
531 player
.rewind_incrementer
= 0;
533 if( player
.rewind_length
> 1 )
535 player
.rewind_total_length
+=
536 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
537 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
544 VG_STATIC
int menu_enabled(void);
547 VG_STATIC
void player_do_motion(void);
549 * Free camera movement
551 VG_STATIC
void player_mouseview(void)
556 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
558 if( vg_input
.controller_should_use_trackpad_look
)
560 static v2f last_input
;
562 static v2f vel_smooth
;
564 v2f input
= { player
.input_js2h
->axis
.value
,
565 player
.input_js2v
->axis
.value
};
567 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
569 v2_sub( input
, last_input
, vel
);
570 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
577 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
579 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
580 v2_copy( input
, last_input
);
584 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
585 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
588 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
591 /* Deal with input etc */
592 VG_STATIC
void player_update_pre(void)
597 v3_copy( main_camera
.pos
, ra
);
598 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
601 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
604 m3x3_identity( mtx
);
605 v3_lerp( ra
, rb
, t
, mtx
[3] );
607 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
610 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
611 vg_line( mtx
[3], x1
, 0xffffffff );
617 vg_line_pt3( phys
->cog
, 0.10f
, 0xffffffff );
618 vg_line_pt3( phys
->cog
, 0.09f
, 0xffffffff );
619 vg_line_pt3( phys
->cog
, 0.08f
, 0xffffffff );
620 vg_line( phys
->cog
, phys
->rb
.co
, 0xff000000 );
623 v3f throw_end
, p0
, p1
;
624 v3_muladds( phys
->rb
.co
, phys
->rb
.up
, 1.0f
, spring_end
);
625 v3_muladds( spring_end
, phys
->throw_v
, 1.0f
, throw_end
);
626 v3_muladds( spring_end
, player
.debug_mmcollect_lat
, 1.0f
, p0
);
627 v3_muladds( spring_end
, player
.debug_mmcollect_vert
, 1.0f
, p1
);
628 vg_line( spring_end
, throw_end
, VG__RED
);
629 vg_line( spring_end
, p0
, VG__GREEN
);
630 vg_line( spring_end
, p1
, VG__BLUE
);
633 if( player
.rewinding
)
636 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
638 double delta
= world
.time
- world
.last_use
;
640 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
642 player
.rewinding
= 1;
643 player
.rewind_sound_wait
= 1;
644 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
645 player_save_rewind_frame();
647 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
650 /* based on analytical testing. DONT CHANGE!
652 * time taken: y = (x^(4/5)) * 74.5
653 * inverse : x = (2/149)^(4/5) * y^(4/5)
656 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
657 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
659 player
.rewind_predicted_time
= constant
* curve
;
660 player
.diag_rewind_start
= vg
.time
;
661 player
.diag_rewind_time
= player
.rewind_time
;
664 player
.death_tick_allowance
= 30;
665 player_restore_frame();
667 if( player
.controller
== k_player_controller_walk
)
669 player
.angles
[0] = atan2f( -player
.rb
.forward
[2],
670 -player
.rb
.forward
[0] );
673 player
.mdl
.shoes
[0] = 1;
674 player
.mdl
.shoes
[1] = 1;
676 world_routes_notify_reset();
678 /* apply 1 frame of movement */
685 reset_player( 0, NULL
);
691 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
697 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
702 if( phys
->controller
== k_player_controller_walk
)
704 phys
->controller
= k_player_controller_skate
;
706 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
707 audio_play_oneshot( &audio_lands
[6], 1.0f
);
709 else if( phys
->controller
== k_player_controller_skate
)
711 phys
->controller
= k_player_controller_walk
;
713 audio_play_oneshot( &audio_lands
[5], 1.0f
);
720 if( player
.controller
== k_player_controller_walk
)
724 VG_STATIC
void player_update_fixed(void) /* 2 */
726 if( player
.rewinding
)
729 if( player
.death_tick_allowance
)
730 player
.death_tick_allowance
--;
734 player_ragdoll_iter();
738 player
.rewind_incrementer
++;
740 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
742 player_save_rewind_frame();
749 VG_STATIC
void player_update_post(void)
752 for( int i
=0; i
<player
.prediction_count
; i
++ )
754 struct land_prediction
*p
= &player
.predictions
[i
];
756 for( int j
=0; j
<p
->log_length
- 1; j
++ )
757 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
759 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
762 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
763 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
770 player_debug_ragdoll();
773 player_animate_death_cam();
782 player_animate_camera_thirdperson();
784 player_animate_camera();
792 /* CAMERA POSITIONING: LAYER 0 */
793 v2_copy( player
.angles
, main_camera
.angles
);
794 v3_copy( player
.camera_pos
, main_camera
.pos
);
797 if( player
.rewinding
)
799 if( player
.rewind_time
<= 0.0f
)
801 double taken
= vg
.time
- player
.diag_rewind_start
;
802 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
803 taken
, player
.diag_rewind_time
,
804 player
.rewind_total_length
);
806 player
.rewinding
= 0;
807 player
.rewind_length
= 1;
808 player
.rewind_total_length
= 0.0f
;
809 player
.rewind_incrementer
= 0;
810 world
.sky_target_rate
= 1.0;
814 world
.sky_target_rate
= -100.0;
815 assert( player
.rewind_length
> 0 );
820 float budget
= vg
.time_delta
,
821 overall_length
= player
.rewind_length
;
823 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
825 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
827 /* Interpolate frames */
828 int i0
= floorf( player
.rewind_time
),
829 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
831 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
832 *fr1
= &player
.rewind_buffer
[i1
];
834 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
835 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
837 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
838 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
839 mod
= speed
* (budget
/ dist
),
841 advl
= vg_minf( mod
, subl
),
842 advt
= (advl
/ mod
) * budget
;
844 player
.dist_accum
+= speed
* advt
;
845 player
.rewind_time
-= advl
;
849 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
851 float current_time
= vg
.time
- player
.diag_rewind_start
,
852 remaining
= player
.rewind_predicted_time
- current_time
;
854 if( player
.rewind_sound_wait
)
856 if( player
.rewind_predicted_time
>= 6.5f
)
858 if( remaining
<= 6.5f
)
861 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
863 player
.rewind_sound_wait
= 0;
866 else if( player
.rewind_predicted_time
>= 2.5f
)
868 if( remaining
<= 2.5f
)
871 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
873 player
.rewind_sound_wait
= 0;
876 else if( player
.rewind_predicted_time
>= 1.5f
)
878 if( remaining
<= 1.5f
)
881 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
883 player
.rewind_sound_wait
= 0;
888 int i0
= floorf( player
.rewind_time
),
889 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
891 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
892 *fr1
= &player
.rewind_buffer
[i1
];
894 float sub
= vg_fractf(player
.rewind_time
);
896 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
897 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
898 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
900 /* CAMERA POSITIONING: LAYER 1 */
901 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
902 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
904 main_camera
.angles
[0] =
905 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
906 main_camera
.angles
[1] =
907 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
908 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
913 camera_update_transform( &main_camera
);
917 VG_STATIC
void draw_player( camera
*cam
)
920 player_model_copy_ragdoll();
922 shader_viewchar_use();
923 vg_tex2d_bind( &tex_characters
, 0 );
924 shader_viewchar_uTexMain( 0 );
925 shader_viewchar_uCamera( cam
->transform
[3] );
926 shader_viewchar_uPv( cam
->mtx
.pv
);
927 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
928 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
929 player
.mdl
.sk
.bone_count
,
931 (float *)player
.mdl
.sk
.final_mtx
);
933 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
934 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
937 VG_STATIC
void player_do_motion(void)
939 if( world
.water
.enabled
)
941 if( (player
.rb
.co
[1] < 0.0f
) && !player
.is_dead
)
944 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
945 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
946 audio_player_set_vol( &audio_player_extra
, 20.0f
);
947 audio_player_playclip( &audio_player_extra
, &audio_splash
);
955 v3_copy( player
.rb
.co
, prevco
);
957 if( player
.controller
== k_player_controller_skate
)
960 player_skate_update();
964 player_walk_physics( &player_walky
);
967 /* Real angular velocity integration */
969 v3_lerp( phys
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, phys
->rb
.w
);
970 if( v3_length2( phys
->rb
.w
) > 0.0f
)
974 v3_copy( phys
->rb
.w
, axis
);
976 float mag
= v3_length( axis
);
977 v3_divs( axis
, mag
, axis
);
978 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
979 q_mul( rotation
, phys
->rb
.q
, phys
->rb
.q
);
982 /* Faux angular velocity */
985 float lerpq
= (player_skate
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
986 phys
->siY
= vg_lerpf( phys
->siY
, phys
->iY
, lerpq
);
988 q_axis_angle( rotate
, phys
->rb
.up
, phys
->siY
);
989 q_mul( rotate
, phys
->rb
.q
, phys
->rb
.q
);
994 * Gate intersection, by tracing a line over the gate planes
997 for( int i
=0; i
<world
.gate_count
; i
++ )
999 struct route_gate
*rg
= &world
.gates
[i
];
1000 teleport_gate
*gate
= &rg
->gate
;
1002 if( gate_intersect( gate
, phys
->rb
.co
, prevco
) )
1004 m4x3_mulv( gate
->transport
, phys
->rb
.co
, phys
->rb
.co
);
1005 m4x3_mulv( gate
->transport
, phys
->cog
, phys
->cog
);
1006 m3x3_mulv( gate
->transport
, phys
->cog_v
, phys
->cog_v
);
1007 m3x3_mulv( gate
->transport
, phys
->rb
.v
, phys
->rb
.v
);
1008 m3x3_mulv( gate
->transport
, phys
->vl
, phys
->vl
);
1009 m3x3_mulv( gate
->transport
, phys
->v_last
, phys
->v_last
);
1010 m3x3_mulv( gate
->transport
, phys
->m
, phys
->m
);
1011 m3x3_mulv( gate
->transport
, phys
->bob
, phys
->bob
);
1013 /* Pre-emptively edit the camera matrices so that the motion vectors
1017 m4x3_invert_affine( gate
->transport
, transport_i
);
1018 m4x3_expand( transport_i
, transport_4
);
1019 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
1020 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
1022 v4f transport_rotation
;
1023 m3x3_q( gate
->transport
, transport_rotation
);
1024 q_mul( transport_rotation
, phys
->rb
.q
, phys
->rb
.q
);
1026 world_routes_activate_gate( i
);
1028 if( phys
->controller
== k_player_controller_walk
)
1030 v3f fwd_dir
= {cosf(player
.angles
[0]),
1032 sinf(player
.angles
[0])};
1033 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
1035 player
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
1038 player
.rewind_length
= 0;
1039 player
.rewind_total_length
= 0.0f
;
1040 player
.rewind_incrementer
= 10000;
1041 player_save_frame();
1044 audio_play_oneshot( &audio_gate_pass
, 1.0f
);
1051 rb_update_transform( &player
.rb
);
1055 * -----------------------------------------------------------------------------
1056 * API implementation
1057 * -----------------------------------------------------------------------------
1060 VG_STATIC
float *player_get_pos(void)
1062 return player
.rb
.co
;
1065 VG_STATIC
void player_kill(void)
1067 if( player
.death_tick_allowance
== 0 )
1070 player_ragdoll_copy_model( player
.rb
.v
);
1074 VG_STATIC
float *player_cam_pos(void)
1076 return player
.camera_pos
;
1080 VG_STATIC
void player_save_frame(void)
1082 player
.controller_frame
= player
.controller
;
1084 /* TODO <interface>->save() */
1087 VG_STATIC
void player_restore_frame(void)
1089 player
.controller
= player
.controller_frame
;
1091 /* TODO <interface>->load() */
1094 #endif /* PLAYER_H */