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 #define PLAYER_REWIND_FRAMES 60*4
13 struct player_instance
15 /* transform definition */
16 rigidbody rb
, rb_gate_storage
;
17 v3f angles
, angles_storage
;
20 m3x3f basis
, invbasis
, basis_gate
;
21 world_instance
*viewable_world
;
25 * ---------------------------
31 k_cam_firstperson
= 1,
35 float camera_type_blend
;
37 v3f fpv_offset
, /* expressed relative to rigidbody */
39 fpv_viewpoint
, /* expressed relative to neck bone inverse final */
47 v2f cam_override_angles
;
48 float cam_override_strength
;
50 float cam_velocity_influence
,
51 cam_velocity_coefficient
,
52 cam_velocity_constant
,
53 cam_velocity_coefficient_smooth
,
54 cam_velocity_constant_smooth
,
55 cam_velocity_influence_smooth
,
59 ent_gate
*gate_waiting
;
63 * --------------------------------
65 struct input_binding
*input_js1h
,
84 * --------------------------------------------------
87 struct player_avatar
*playeravatar
;
89 struct player_ragdoll ragdoll
;
92 player_pose holdout_pose
;
97 * ----------------------------------------------------
99 int rewinding
, rewind_sound_wait
;
108 ent_gate
*rewind_gate
;
110 float rewind_total_length
, rewind_predicted_time
,
112 double rewind_start
, rewind_time
;
116 * -------------------------------------------------
119 enum player_subsystem
121 k_player_subsystem_walk
= 0,
122 k_player_subsystem_skate
= 1,
123 k_player_subsystem_dead
= 2
128 struct player_skate _skate
;
129 struct player_walk _walk
;
130 struct player_dead _dead
;
135 * ---------------------------------------------------------
139 void (*_player_bind
[])( player_instance
*player
) =
147 void (*_player_reset
[])( player_instance
*player
, ent_spawn
*rp
) =
155 void (*_player_pre_update
[])( player_instance
*player
) =
157 player__walk_pre_update
,
158 player__skate_pre_update
,
163 void( *_player_update
[])( player_instance
*player
) =
166 player__skate_update
,
171 void( *_player_post_update
[])( player_instance
*player
) =
173 player__walk_post_update
,
174 player__skate_post_update
,
179 void( *_player_im_gui
[])( player_instance
*player
) =
182 player__skate_im_gui
,
187 void( *_player_animate
[])( player_instance
*player
, player_animation
*dest
) =
189 player__walk_animate
,
190 player__skate_animate
,
195 void( *_player_post_animate
[])( player_instance
*player
) =
197 player__walk_post_animate
,
198 player__skate_post_animate
,
199 player__dead_post_animate
203 void( *_player_restore
[] )( player_instance
*player
) =
205 player__walk_restore
,
206 player__skate_restore
,
213 #include "player_common.c"
214 #include "player_walk.c"
215 #include "player_skate.c"
216 #include "player_dead.c"
218 #endif /* PLAYER_H */
223 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
230 #define PLAYER_REWIND_FRAMES 60*4
236 #include "skeleton.h"
241 * -----------------------------------------------------------------------------
243 * -----------------------------------------------------------------------------
246 VG_STATIC
struct gplayer
248 rigidbody rb
, rb_frame
;
249 v3f co
, angles
; /* used as transfer between controllers */
251 enum player_controller
253 k_player_controller_walk
,
254 k_player_controller_skate
,
255 k_player_controller_ragdoll
,
256 k_player_controller_mountain_skate
,
257 k_player_controller_snowboard
,
258 k_player_controller_drive
263 m4x3f visual_transform
,
264 inv_visual_transform
;
266 int is_dead
, death_tick_allowance
, rewinding
;
267 int rewind_sound_wait
;
270 v3f handl_target
, handr_target
,
274 struct input_binding
*input_js1h
,
289 v3f camera_pos
, smooth_localcam
;
297 u32 rewind_incrementer
,
300 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
301 double diag_rewind_start
, diag_rewind_time
;
324 enum mdl_surface_prop surface_prop
;
329 glmesh player_meshes
[3];
333 struct skeleton_anim
*anim_stand
,
337 *anim_push
, *anim_push_reverse
,
338 *anim_ollie
, *anim_ollie_reverse
,
339 *anim_grabs
, *anim_stop
,
340 *anim_walk
, *anim_run
, *anim_idle
,
360 /* Collider transform relative to bone */
374 rb_constr_pos position_constraints
[32];
375 u32 position_constraints_count
;
377 rb_constr_swingtwist cone_constraints
[32];
378 u32 cone_constraints_count
;
389 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
390 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
399 VG_STATIC
float *player_get_pos(void);
400 VG_STATIC
void player_kill(void);
401 VG_STATIC
float *player_cam_pos(void);
402 VG_STATIC
void player_save_frame(void);
403 VG_STATIC
void player_restore_frame(void);
404 VG_STATIC
void player_save_rewind_frame(void);
409 VG_STATIC
void player_mouseview(void);
411 #include "player_physics.h"
412 #include "player_physics_skate.h"
413 #include "player_physics_walk.h"
414 #include "player_ragdoll.h"
415 #include "player_model.h"
416 #include "player_animation.h"
417 #include "player_audio.h"
420 * player_physics_<INTERFACE>_<SUB-INTERFACE>
427 * -----------------------------------------------------------------------------
429 * -----------------------------------------------------------------------------
431 VG_STATIC
int kill_player( int argc
, char const *argv
[] );
432 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
433 VG_STATIC
void reset_player_poll( int argc
, char const *argv
[] );
435 VG_STATIC
void player_init(void) /* 1 */
437 rb_init( &player
.rb
);
439 VG_VAR_F32( k_walkspeed
);
440 VG_VAR_F32( k_stopspeed
);
441 VG_VAR_F32( k_airspeed
);
442 VG_VAR_F32( k_walk_friction
);
443 VG_VAR_F32( k_walk_air_accel
);
444 VG_VAR_F32( k_walk_accel
);
446 VG_VAR_I32( freecam
);
447 VG_VAR_I32( cl_thirdperson
);
448 VG_VAR_F32_PERSISTENT( fc_speed
);
450 VG_VAR_F32( k_ragdoll_limit_scale
);
451 VG_VAR_I32( k_ragdoll_div
);
452 VG_VAR_I32( k_ragdoll_debug_collider
);
453 VG_VAR_I32( k_ragdoll_debug_constraints
);
455 VG_VAR_F32( k_friction_lat
);
457 VG_VAR_F32( k_cog_spring
);
458 VG_VAR_F32( k_cog_damp
);
460 VG_VAR_F32( k_cog_mass_ratio
);
461 VG_VAR_F32( k_downforce
);
463 VG_VAR_F32( k_spring_force
);
464 VG_VAR_F32( k_spring_dampener
);
465 VG_VAR_F32( k_spring_angular
);
467 VG_VAR_F32( k_mmthrow_scale
);
468 VG_VAR_F32( k_mmcollect_lat
);
469 VG_VAR_F32( k_mmcollect_vert
);
470 VG_VAR_F32( k_mmdecay
);
472 vg_function_push( (struct vg_cmd
){
474 .function
= reset_player
,
475 .poll_suggest
= reset_player_poll
478 vg_function_push( (struct vg_cmd
){
480 .function
= kill_player
486 player
.rewind_length
= 0;
487 player
.rewind_buffer
=
488 vg_linear_alloc( vg_mem
.rtmemory
,
489 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
494 VG_STATIC
void player_save_rewind_frame(void)
496 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
498 struct rewind_frame
*fr
=
499 &player
.rewind_buffer
[ player
.rewind_length
++ ];
501 v2_copy( player
.angles
, fr
->ang
);
502 v3_copy( player
.camera_pos
, fr
->pos
);
504 player
.rewind_incrementer
= 0;
506 if( player
.rewind_length
> 1 )
508 player
.rewind_total_length
+=
509 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
510 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
517 VG_STATIC
int menu_enabled(void);
520 VG_STATIC
void player_do_motion(void);
522 * Free camera movement
524 VG_STATIC
void player_mouseview(void)
529 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
531 if( vg_input
.controller_should_use_trackpad_look
)
533 static v2f last_input
;
535 static v2f vel_smooth
;
537 v2f input
= { player
.input_js2h
->axis
.value
,
538 player
.input_js2v
->axis
.value
};
540 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
542 v2_sub( input
, last_input
, vel
);
543 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
550 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
552 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
553 v2_copy( input
, last_input
);
557 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
558 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
561 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
564 /* Deal with input etc */
565 VG_STATIC
void player_update_pre(void)
570 v3_copy( main_camera
.pos
, ra
);
571 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
574 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
577 m3x3_identity( mtx
);
578 v3_lerp( ra
, rb
, t
, mtx
[3] );
580 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
583 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
584 vg_line( mtx
[3], x1
, 0xffffffff );
590 vg_line_pt3( phys
->cog
, 0.10f
, 0xffffffff );
591 vg_line_pt3( phys
->cog
, 0.09f
, 0xffffffff );
592 vg_line_pt3( phys
->cog
, 0.08f
, 0xffffffff );
593 vg_line( phys
->cog
, phys
->rb
.co
, 0xff000000 );
596 v3f throw_end
, p0
, p1
;
597 v3_muladds( phys
->rb
.co
, phys
->rb
.up
, 1.0f
, spring_end
);
598 v3_muladds( spring_end
, phys
->throw_v
, 1.0f
, throw_end
);
599 v3_muladds( spring_end
, player
.debug_mmcollect_lat
, 1.0f
, p0
);
600 v3_muladds( spring_end
, player
.debug_mmcollect_vert
, 1.0f
, p1
);
601 vg_line( spring_end
, throw_end
, VG__RED
);
602 vg_line( spring_end
, p0
, VG__GREEN
);
603 vg_line( spring_end
, p1
, VG__BLUE
);
606 if( player
.rewinding
)
609 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
611 double delta
= world
.time
- world
.last_use
;
613 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
615 player
.rewinding
= 1;
616 player
.rewind_sound_wait
= 1;
617 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
618 player_save_rewind_frame();
620 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
623 /* based on analytical testing. DONT CHANGE!
625 * time taken: y = (x^(4/5)) * 74.5
626 * inverse : x = (2/149)^(4/5) * y^(4/5)
629 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
630 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
632 player
.rewind_predicted_time
= constant
* curve
;
633 player
.diag_rewind_start
= vg
.time
;
634 player
.diag_rewind_time
= player
.rewind_time
;
637 player
.death_tick_allowance
= 30;
638 player_restore_frame();
640 if( player
.controller
== k_player_controller_walk
)
642 player
.angles
[0] = atan2f( -player
.rb
.forward
[2],
643 -player
.rb
.forward
[0] );
646 player
.mdl
.shoes
[0] = 1;
647 player
.mdl
.shoes
[1] = 1;
649 world_routes_notify_reset();
651 /* apply 1 frame of movement */
658 reset_player( 0, NULL
);
664 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
670 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
675 if( phys
->controller
== k_player_controller_walk
)
677 phys
->controller
= k_player_controller_skate
;
679 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
680 audio_play_oneshot( &audio_lands
[6], 1.0f
);
682 else if( phys
->controller
== k_player_controller_skate
)
684 phys
->controller
= k_player_controller_walk
;
686 audio_play_oneshot( &audio_lands
[5], 1.0f
);
693 if( player
.controller
== k_player_controller_walk
)
697 VG_STATIC
void player_update_fixed(void) /* 2 */
699 if( player
.rewinding
)
702 if( player
.death_tick_allowance
)
703 player
.death_tick_allowance
--;
707 player_ragdoll_iter();
711 player
.rewind_incrementer
++;
713 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
715 player_save_rewind_frame();
722 VG_STATIC
void player_update_post(void)
725 for( int i
=0; i
<player
.prediction_count
; i
++ )
727 struct land_prediction
*p
= &player
.predictions
[i
];
729 for( int j
=0; j
<p
->log_length
- 1; j
++ )
730 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
732 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
735 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
736 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
743 player_debug_ragdoll();
746 player_animate_death_cam();
755 player_animate_camera_thirdperson();
757 player_animate_camera();
765 /* CAMERA POSITIONING: LAYER 0 */
766 v2_copy( player
.angles
, main_camera
.angles
);
767 v3_copy( player
.camera_pos
, main_camera
.pos
);
770 if( player
.rewinding
)
772 if( player
.rewind_time
<= 0.0f
)
774 double taken
= vg
.time
- player
.diag_rewind_start
;
775 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
776 taken
, player
.diag_rewind_time
,
777 player
.rewind_total_length
);
779 player
.rewinding
= 0;
780 player
.rewind_length
= 1;
781 player
.rewind_total_length
= 0.0f
;
782 player
.rewind_incrementer
= 0;
783 world
.sky_target_rate
= 1.0;
787 world
.sky_target_rate
= -100.0;
788 assert( player
.rewind_length
> 0 );
793 float budget
= vg
.time_delta
,
794 overall_length
= player
.rewind_length
;
796 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
798 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
800 /* Interpolate frames */
801 int i0
= floorf( player
.rewind_time
),
802 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
804 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
805 *fr1
= &player
.rewind_buffer
[i1
];
807 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
808 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
810 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
811 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
812 mod
= speed
* (budget
/ dist
),
814 advl
= vg_minf( mod
, subl
),
815 advt
= (advl
/ mod
) * budget
;
817 player
.dist_accum
+= speed
* advt
;
818 player
.rewind_time
-= advl
;
822 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
824 float current_time
= vg
.time
- player
.diag_rewind_start
,
825 remaining
= player
.rewind_predicted_time
- current_time
;
827 if( player
.rewind_sound_wait
)
829 if( player
.rewind_predicted_time
>= 6.5f
)
831 if( remaining
<= 6.5f
)
834 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
836 player
.rewind_sound_wait
= 0;
839 else if( player
.rewind_predicted_time
>= 2.5f
)
841 if( remaining
<= 2.5f
)
844 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
846 player
.rewind_sound_wait
= 0;
849 else if( player
.rewind_predicted_time
>= 1.5f
)
851 if( remaining
<= 1.5f
)
854 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
856 player
.rewind_sound_wait
= 0;
861 int i0
= floorf( player
.rewind_time
),
862 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
864 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
865 *fr1
= &player
.rewind_buffer
[i1
];
867 float sub
= vg_fractf(player
.rewind_time
);
869 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
870 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
871 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
873 /* CAMERA POSITIONING: LAYER 1 */
874 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
875 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
877 main_camera
.angles
[0] =
878 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
879 main_camera
.angles
[1] =
880 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
881 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
886 camera_update_transform( &main_camera
);
890 VG_STATIC
void draw_player( camera
*cam
)
893 player_model_copy_ragdoll();
895 shader_viewchar_use();
896 vg_tex2d_bind( &tex_characters
, 0 );
897 shader_viewchar_uTexMain( 0 );
898 shader_viewchar_uCamera( cam
->transform
[3] );
899 shader_viewchar_uPv( cam
->mtx
.pv
);
900 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
901 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
902 player
.mdl
.sk
.bone_count
,
904 (float *)player
.mdl
.sk
.final_mtx
);
906 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
907 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
910 VG_STATIC
void player_do_motion(void)
912 if( world
.water
.enabled
)
914 if( (player
.rb
.co
[1] < 0.0f
) && !player
.is_dead
)
917 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
918 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
919 audio_player_set_vol( &audio_player_extra
, 20.0f
);
920 audio_player_playclip( &audio_player_extra
, &audio_splash
);
928 v3_copy( player
.rb
.co
, prevco
);
930 if( player
.controller
== k_player_controller_skate
)
933 player_skate_update();
937 player_walk_physics( &player_walky
);
940 /* Real angular velocity integration */
942 v3_lerp( phys
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, phys
->rb
.w
);
943 if( v3_length2( phys
->rb
.w
) > 0.0f
)
947 v3_copy( phys
->rb
.w
, axis
);
949 float mag
= v3_length( axis
);
950 v3_divs( axis
, mag
, axis
);
951 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
952 q_mul( rotation
, phys
->rb
.q
, phys
->rb
.q
);
955 /* Faux angular velocity */
958 float lerpq
= (player_skate
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
959 phys
->siY
= vg_lerpf( phys
->siY
, phys
->iY
, lerpq
);
961 q_axis_angle( rotate
, phys
->rb
.up
, phys
->siY
);
962 q_mul( rotate
, phys
->rb
.q
, phys
->rb
.q
);
967 * Gate intersection, by tracing a line over the gate planes
970 for( int i
=0; i
<world
.gate_count
; i
++ )
972 struct route_gate
*rg
= &world
.gates
[i
];
973 teleport_gate
*gate
= &rg
->gate
;
975 if( gate_intersect( gate
, phys
->rb
.co
, prevco
) )
977 m4x3_mulv( gate
->transport
, phys
->rb
.co
, phys
->rb
.co
);
978 m4x3_mulv( gate
->transport
, phys
->cog
, phys
->cog
);
979 m3x3_mulv( gate
->transport
, phys
->cog_v
, phys
->cog_v
);
980 m3x3_mulv( gate
->transport
, phys
->rb
.v
, phys
->rb
.v
);
981 m3x3_mulv( gate
->transport
, phys
->vl
, phys
->vl
);
982 m3x3_mulv( gate
->transport
, phys
->v_last
, phys
->v_last
);
983 m3x3_mulv( gate
->transport
, phys
->m
, phys
->m
);
984 m3x3_mulv( gate
->transport
, phys
->bob
, phys
->bob
);
986 /* Pre-emptively edit the camera matrices so that the motion vectors
990 m4x3_invert_affine( gate
->transport
, transport_i
);
991 m4x3_expand( transport_i
, transport_4
);
992 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
993 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
995 v4f transport_rotation
;
996 m3x3_q( gate
->transport
, transport_rotation
);
997 q_mul( transport_rotation
, phys
->rb
.q
, phys
->rb
.q
);
999 world_routes_activate_gate( i
);
1001 if( phys
->controller
== k_player_controller_walk
)
1003 v3f fwd_dir
= {cosf(player
.angles
[0]),
1005 sinf(player
.angles
[0])};
1006 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
1008 player
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
1011 player
.rewind_length
= 0;
1012 player
.rewind_total_length
= 0.0f
;
1013 player
.rewind_incrementer
= 10000;
1014 player_save_frame();
1017 audio_play_oneshot( &audio_gate_pass
, 1.0f
);
1024 rb_update_transform( &player
.rb
);
1028 * -----------------------------------------------------------------------------
1029 * API implementation
1030 * -----------------------------------------------------------------------------
1033 VG_STATIC
float *player_get_pos(void)
1035 return player
.rb
.co
;
1038 VG_STATIC
void player_kill(void)
1040 if( player
.death_tick_allowance
== 0 )
1043 player_ragdoll_copy_model( player
.rb
.v
);
1047 VG_STATIC
float *player_cam_pos(void)
1049 return player
.camera_pos
;
1053 VG_STATIC
void player_save_frame(void)
1055 player
.controller_frame
= player
.controller
;
1057 /* TODO <interface>->save() */
1060 VG_STATIC
void player_restore_frame(void)
1062 player
.controller
= player
.controller_frame
;
1064 /* TODO <interface>->load() */
1067 #endif /* PLAYER_H */