7 k_player_subsystem_walk
= 0,
8 k_player_subsystem_skate
= 1,
9 k_player_subsystem_dead
= 2,
10 k_player_subsystem_drive
= 3
13 struct player_cam_controller
{
15 k_cam_firstperson
= 1,
19 f32 camera_type_blend
;
21 v3f fpv_offset
, /* expressed relative to rigidbody */
24 fpv_viewpoint
, /* expressed relative to neck bone inverse final*/
32 #include "player_ragdoll.h"
33 #include "player_render.h"
34 #include "player_model.h"
35 #include "player_common.h"
36 #include "player_walk.h"
37 #include "player_skate.h"
38 #include "player_dead.h"
39 #include "player_drive.h"
40 #include "player_replay.h"
42 #define PLAYER_REWIND_FRAMES 60*4
43 #define RESET_MAX_TIME 45.0
45 static i32 k_cinema_fixed
= 0;
46 static f32 k_cinema
= 0.0f
;
47 static i32 k_invert_y
= 0;
49 struct player_instance
{
50 /* transform definition */
55 m3x3f basis
, invbasis
, basis_gate
;
56 world_instance
*viewable_world
;
60 * ---------------------------
63 struct player_cam_controller cam_control
;
66 float cam_velocity_influence
,
67 cam_velocity_coefficient
,
68 cam_velocity_constant
,
69 cam_velocity_coefficient_smooth
,
70 cam_velocity_constant_smooth
,
71 cam_velocity_influence_smooth
;
73 v3f cam_land_punch
, cam_land_punch_v
;
74 ent_gate
*gate_waiting
;
80 * --------------------------------------------------
83 struct player_avatar
*playeravatar
;
84 struct player_ragdoll ragdoll
;
85 struct player_model fallback_model
;
87 u16 board_view_slot
, playermodel_view_slot
;
89 player_pose holdout_pose
;
92 struct board_pose board_pose
;
96 * -------------------------------------------------
99 enum player_subsystem subsystem
; /* .. prev */
101 struct player_skate _skate
;
102 struct player_walk _walk
;
103 struct player_dead _dead
;
104 struct player_drive _drive
;
110 * ---------------------------------------------------------
114 void (*_player_system_register
[])(void) =
116 player__walk_register
,
117 player__skate_register
,
123 void (*_player_bind
[])( player_instance
*player
) =
132 void (*_player_reset
[])( player_instance
*player
, ent_spawn
*rp
) =
141 void (*_player_pre_update
[])( player_instance
*player
) =
143 player__walk_pre_update
,
144 player__skate_pre_update
,
146 player__drive_pre_update
150 void( *_player_update
[])( player_instance
*player
) =
153 player__skate_update
,
159 void( *_player_post_update
[])( player_instance
*player
) =
161 player__walk_post_update
,
162 player__skate_post_update
,
164 player__drive_post_update
168 void( *_player_im_gui
[])( player_instance
*player
) =
171 player__skate_im_gui
,
177 void( *_player_animate
[])( player_instance
*player
, player_animation
*dest
) =
179 player__walk_animate
,
180 player__skate_animate
,
181 player__dead_animate
,
182 player__drive_animate
186 void( *_player_post_animate
[])( player_instance
*player
) =
188 player__walk_post_animate
,
189 player__skate_post_animate
,
190 player__dead_post_animate
,
191 player__drive_post_animate
195 void( *_player_store_state
[] )( player_instance
*player
) =
204 void( *_player_load_state_lerp
[] )( player_instance
*player
,
205 void *A
, void *B
, f32 t
) =
213 PLAYER_API
void player__debugtext( int size
, const char *fmt
, ... );
214 PLAYER_API
void player__create( player_instance
*inst
);
215 PLAYER_API
void player__use_avatar( player_instance
*player
,
216 struct player_avatar
*av
);
217 PLAYER_API
void player__use_mesh( player_instance
*player
, glmesh
*mesh
);
218 PLAYER_API
void player__use_texture( player_instance
*player
, vg_tex2d
*tex
);
219 PLAYER_API
void player__use_model( player_instance
*player
, u16 reg_id
);
221 PLAYER_API
void player__bind( player_instance
*player
);
222 PLAYER_API
void player__pre_update( player_instance
*player
);
223 PLAYER_API
void player__update( player_instance
*player
);
224 PLAYER_API
void player__post_update( player_instance
*player
);
226 PLAYER_API
void player__pass_gate( player_instance
*player
, ent_gate
*gate
);
227 PLAYER_API
void player__im_gui( player_instance
*player
);
228 PLAYER_API
void player__setpos( player_instance
*player
, v3f pos
);
229 PLAYER_API
void player__spawn( player_instance
*player
, ent_spawn
*rp
);
230 PLAYER_API
void player__kill( player_instance
*player
);
232 VG_STATIC
int localplayer_cmd_respawn( int argc
, const char *argv
[] );
233 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
);
235 #endif /* PLAYER_H */