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
;
48 float cam_position_override_strength
,
49 cam_angles_override_strength
;
51 teleport_gate
*gate_waiting
;
55 * --------------------------------
57 struct input_binding
*input_js1h
,
73 * --------------------------------------------------
76 struct player_avatar
*playeravatar
;
78 struct player_ragdoll ragdoll
;
83 * -------------------------------------------------
88 k_player_subsystem_walk
= 0,
89 k_player_subsystem_skate
= 1,
90 k_player_subsystem_dead
= 2
94 struct player_skate _skate
;
95 struct player_walk _walk
;
96 //struct player_dead _dead;
101 * ---------------------------------------------------------
105 void (*_player_bind
[])( player_instance
*player
) =
113 void (*_player_reset
[])( player_instance
*player
, struct respawn_point
*rp
) =
121 void (*_player_pre_update
[])( player_instance
*player
) =
123 player__walk_pre_update
,
124 player__skate_pre_update
,
129 void( *_player_update
[])( player_instance
*player
) =
132 player__skate_update
,
137 void( *_player_post_update
[])( player_instance
*player
) =
139 player__walk_post_update
,
140 player__skate_post_update
,
145 void( *_player_im_gui
[])( player_instance
*player
) =
148 player__skate_im_gui
,
153 void( *_player_animate
[])( player_instance
*player
, player_animation
*dest
) =
155 player__walk_animate
,
156 player__skate_animate
,
161 void( *_player_post_animate
[])( player_instance
*player
) =
163 player__walk_post_animate
,
164 player__skate_post_animate
,
171 #include "player_common.c"
172 #include "player_walk.c"
173 #include "player_skate.c"
174 //#include "player_dead.c"
176 #endif /* PLAYER_H */
181 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
188 #define PLAYER_REWIND_FRAMES 60*4
194 #include "skeleton.h"
199 * -----------------------------------------------------------------------------
201 * -----------------------------------------------------------------------------
204 VG_STATIC
struct gplayer
206 rigidbody rb
, rb_frame
;
207 v3f co
, angles
; /* used as transfer between controllers */
209 enum player_controller
211 k_player_controller_walk
,
212 k_player_controller_skate
,
213 k_player_controller_ragdoll
,
214 k_player_controller_mountain_skate
,
215 k_player_controller_snowboard
,
216 k_player_controller_drive
221 m4x3f visual_transform
,
222 inv_visual_transform
;
224 int is_dead
, death_tick_allowance
, rewinding
;
225 int rewind_sound_wait
;
228 v3f handl_target
, handr_target
,
232 struct input_binding
*input_js1h
,
247 v3f camera_pos
, smooth_localcam
;
255 u32 rewind_incrementer
,
258 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
259 double diag_rewind_start
, diag_rewind_time
;
282 enum mdl_surface_prop surface_prop
;
287 glmesh player_meshes
[3];
291 struct skeleton_anim
*anim_stand
,
295 *anim_push
, *anim_push_reverse
,
296 *anim_ollie
, *anim_ollie_reverse
,
297 *anim_grabs
, *anim_stop
,
298 *anim_walk
, *anim_run
, *anim_idle
,
318 /* Collider transform relative to bone */
332 rb_constr_pos position_constraints
[32];
333 u32 position_constraints_count
;
335 rb_constr_swingtwist cone_constraints
[32];
336 u32 cone_constraints_count
;
347 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
348 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
357 VG_STATIC
float *player_get_pos(void);
358 VG_STATIC
void player_kill(void);
359 VG_STATIC
float *player_cam_pos(void);
360 VG_STATIC
void player_save_frame(void);
361 VG_STATIC
void player_restore_frame(void);
362 VG_STATIC
void player_save_rewind_frame(void);
367 VG_STATIC
void player_mouseview(void);
369 #include "player_physics.h"
370 #include "player_physics_skate.h"
371 #include "player_physics_walk.h"
372 #include "player_ragdoll.h"
373 #include "player_model.h"
374 #include "player_animation.h"
375 #include "player_audio.h"
378 * player_physics_<INTERFACE>_<SUB-INTERFACE>
385 * -----------------------------------------------------------------------------
387 * -----------------------------------------------------------------------------
389 VG_STATIC
int kill_player( int argc
, char const *argv
[] );
390 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
391 VG_STATIC
void reset_player_poll( int argc
, char const *argv
[] );
393 VG_STATIC
void player_init(void) /* 1 */
396 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
397 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
398 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
399 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
400 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
401 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
402 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
403 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
405 player
.input_walkh
= vg_create_named_input( "walk-h",
407 player
.input_walkv
= vg_create_named_input( "walk-v",
411 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
412 k_input_type_button
);
413 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
415 const char *default_cfg
[] =
417 "bind steer-h gp-ls-h",
421 "bind steer-v gp-ls-v",
427 "bind grab-h gp-rs-h",
428 "bind grab-v gp-rs-v",
439 "bind walk-h gp-ls-h",
440 "bind walk-v -gp-ls-v",
449 "bind switch-mode gp-y",
450 "bind switch-mode e",
453 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
454 vg_execute_console_input(default_cfg
[i
]);
457 rb_init( &player
.rb
);
459 VG_VAR_F32( k_walkspeed
);
460 VG_VAR_F32( k_stopspeed
);
461 VG_VAR_F32( k_airspeed
);
462 VG_VAR_F32( k_walk_friction
);
463 VG_VAR_F32( k_walk_air_accel
);
464 VG_VAR_F32( k_runspeed
);
465 VG_VAR_F32( k_walk_accel
);
467 VG_VAR_I32( freecam
);
468 VG_VAR_I32( cl_thirdperson
);
469 VG_VAR_F32_PERSISTENT( fc_speed
);
471 /* TODO: NOT PERSISTENT */
472 VG_VAR_F32( k_ragdoll_limit_scale
);
473 VG_VAR_I32( k_ragdoll_div
);
474 VG_VAR_I32( k_ragdoll_debug_collider
);
475 VG_VAR_I32( k_ragdoll_debug_constraints
);
477 VG_VAR_F32( k_friction_lat
);
479 VG_VAR_F32( k_cog_spring
);
480 VG_VAR_F32( k_cog_damp
);
482 VG_VAR_F32( k_cog_mass_ratio
);
483 VG_VAR_F32( k_downforce
);
485 VG_VAR_F32( k_spring_force
);
486 VG_VAR_F32( k_spring_dampener
);
487 VG_VAR_F32( k_spring_angular
);
489 VG_VAR_F32( k_mmthrow_scale
);
490 VG_VAR_F32( k_mmcollect_lat
);
491 VG_VAR_F32( k_mmcollect_vert
);
492 VG_VAR_F32( k_mmdecay
);
494 vg_function_push( (struct vg_cmd
){
496 .function
= reset_player
,
497 .poll_suggest
= reset_player_poll
500 vg_function_push( (struct vg_cmd
){
502 .function
= kill_player
508 player
.rewind_length
= 0;
509 player
.rewind_buffer
=
510 vg_linear_alloc( vg_mem
.rtmemory
,
511 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
516 VG_STATIC
void player_save_rewind_frame(void)
518 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
520 struct rewind_frame
*fr
=
521 &player
.rewind_buffer
[ player
.rewind_length
++ ];
523 v2_copy( player
.angles
, fr
->ang
);
524 v3_copy( player
.camera_pos
, fr
->pos
);
526 player
.rewind_incrementer
= 0;
528 if( player
.rewind_length
> 1 )
530 player
.rewind_total_length
+=
531 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
532 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
539 VG_STATIC
int menu_enabled(void);
542 VG_STATIC
void player_do_motion(void);
544 * Free camera movement
546 VG_STATIC
void player_mouseview(void)
551 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
553 if( vg_input
.controller_should_use_trackpad_look
)
555 static v2f last_input
;
557 static v2f vel_smooth
;
559 v2f input
= { player
.input_js2h
->axis
.value
,
560 player
.input_js2v
->axis
.value
};
562 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
564 v2_sub( input
, last_input
, vel
);
565 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
572 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
574 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
575 v2_copy( input
, last_input
);
579 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
580 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
583 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
586 /* Deal with input etc */
587 VG_STATIC
void player_update_pre(void)
592 v3_copy( main_camera
.pos
, ra
);
593 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
596 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
599 m3x3_identity( mtx
);
600 v3_lerp( ra
, rb
, t
, mtx
[3] );
602 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
605 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
606 vg_line( mtx
[3], x1
, 0xffffffff );
612 vg_line_pt3( phys
->cog
, 0.10f
, 0xffffffff );
613 vg_line_pt3( phys
->cog
, 0.09f
, 0xffffffff );
614 vg_line_pt3( phys
->cog
, 0.08f
, 0xffffffff );
615 vg_line( phys
->cog
, phys
->rb
.co
, 0xff000000 );
618 v3f throw_end
, p0
, p1
;
619 v3_muladds( phys
->rb
.co
, phys
->rb
.up
, 1.0f
, spring_end
);
620 v3_muladds( spring_end
, phys
->throw_v
, 1.0f
, throw_end
);
621 v3_muladds( spring_end
, player
.debug_mmcollect_lat
, 1.0f
, p0
);
622 v3_muladds( spring_end
, player
.debug_mmcollect_vert
, 1.0f
, p1
);
623 vg_line( spring_end
, throw_end
, VG__RED
);
624 vg_line( spring_end
, p0
, VG__GREEN
);
625 vg_line( spring_end
, p1
, VG__BLUE
);
628 if( player
.rewinding
)
631 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
633 double delta
= world
.time
- world
.last_use
;
635 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
637 player
.rewinding
= 1;
638 player
.rewind_sound_wait
= 1;
639 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
640 player_save_rewind_frame();
642 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
645 /* based on analytical testing. DONT CHANGE!
647 * time taken: y = (x^(4/5)) * 74.5
648 * inverse : x = (2/149)^(4/5) * y^(4/5)
651 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
652 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
654 player
.rewind_predicted_time
= constant
* curve
;
655 player
.diag_rewind_start
= vg
.time
;
656 player
.diag_rewind_time
= player
.rewind_time
;
659 player
.death_tick_allowance
= 30;
660 player_restore_frame();
662 if( player
.controller
== k_player_controller_walk
)
664 player
.angles
[0] = atan2f( -player
.rb
.forward
[2],
665 -player
.rb
.forward
[0] );
668 player
.mdl
.shoes
[0] = 1;
669 player
.mdl
.shoes
[1] = 1;
671 world_routes_notify_reset();
673 /* apply 1 frame of movement */
680 reset_player( 0, NULL
);
686 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
692 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
697 if( phys
->controller
== k_player_controller_walk
)
699 phys
->controller
= k_player_controller_skate
;
701 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
702 audio_play_oneshot( &audio_lands
[6], 1.0f
);
704 else if( phys
->controller
== k_player_controller_skate
)
706 phys
->controller
= k_player_controller_walk
;
708 audio_play_oneshot( &audio_lands
[5], 1.0f
);
715 if( player
.controller
== k_player_controller_walk
)
719 VG_STATIC
void player_update_fixed(void) /* 2 */
721 if( player
.rewinding
)
724 if( player
.death_tick_allowance
)
725 player
.death_tick_allowance
--;
729 player_ragdoll_iter();
733 player
.rewind_incrementer
++;
735 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
737 player_save_rewind_frame();
744 VG_STATIC
void player_update_post(void)
747 for( int i
=0; i
<player
.prediction_count
; i
++ )
749 struct land_prediction
*p
= &player
.predictions
[i
];
751 for( int j
=0; j
<p
->log_length
- 1; j
++ )
752 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
754 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
757 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
758 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
765 player_debug_ragdoll();
768 player_animate_death_cam();
777 player_animate_camera_thirdperson();
779 player_animate_camera();
787 /* CAMERA POSITIONING: LAYER 0 */
788 v2_copy( player
.angles
, main_camera
.angles
);
789 v3_copy( player
.camera_pos
, main_camera
.pos
);
792 if( player
.rewinding
)
794 if( player
.rewind_time
<= 0.0f
)
796 double taken
= vg
.time
- player
.diag_rewind_start
;
797 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
798 taken
, player
.diag_rewind_time
,
799 player
.rewind_total_length
);
801 player
.rewinding
= 0;
802 player
.rewind_length
= 1;
803 player
.rewind_total_length
= 0.0f
;
804 player
.rewind_incrementer
= 0;
805 world
.sky_target_rate
= 1.0;
809 world
.sky_target_rate
= -100.0;
810 assert( player
.rewind_length
> 0 );
815 float budget
= vg
.time_delta
,
816 overall_length
= player
.rewind_length
;
818 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
820 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
822 /* Interpolate frames */
823 int i0
= floorf( player
.rewind_time
),
824 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
826 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
827 *fr1
= &player
.rewind_buffer
[i1
];
829 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
830 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
832 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
833 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
834 mod
= speed
* (budget
/ dist
),
836 advl
= vg_minf( mod
, subl
),
837 advt
= (advl
/ mod
) * budget
;
839 player
.dist_accum
+= speed
* advt
;
840 player
.rewind_time
-= advl
;
844 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
846 float current_time
= vg
.time
- player
.diag_rewind_start
,
847 remaining
= player
.rewind_predicted_time
- current_time
;
849 if( player
.rewind_sound_wait
)
851 if( player
.rewind_predicted_time
>= 6.5f
)
853 if( remaining
<= 6.5f
)
856 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
858 player
.rewind_sound_wait
= 0;
861 else if( player
.rewind_predicted_time
>= 2.5f
)
863 if( remaining
<= 2.5f
)
866 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
868 player
.rewind_sound_wait
= 0;
871 else if( player
.rewind_predicted_time
>= 1.5f
)
873 if( remaining
<= 1.5f
)
876 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
878 player
.rewind_sound_wait
= 0;
883 int i0
= floorf( player
.rewind_time
),
884 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
886 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
887 *fr1
= &player
.rewind_buffer
[i1
];
889 float sub
= vg_fractf(player
.rewind_time
);
891 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
892 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
893 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
895 /* CAMERA POSITIONING: LAYER 1 */
896 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
897 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
899 main_camera
.angles
[0] =
900 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
901 main_camera
.angles
[1] =
902 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
903 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
908 camera_update_transform( &main_camera
);
912 VG_STATIC
void draw_player( camera
*cam
)
915 player_model_copy_ragdoll();
917 shader_viewchar_use();
918 vg_tex2d_bind( &tex_characters
, 0 );
919 shader_viewchar_uTexMain( 0 );
920 shader_viewchar_uCamera( cam
->transform
[3] );
921 shader_viewchar_uPv( cam
->mtx
.pv
);
922 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
923 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
924 player
.mdl
.sk
.bone_count
,
926 (float *)player
.mdl
.sk
.final_mtx
);
928 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
929 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
932 VG_STATIC
void player_do_motion(void)
934 if( world
.water
.enabled
)
936 if( (player
.rb
.co
[1] < 0.0f
) && !player
.is_dead
)
939 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
940 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
941 audio_player_set_vol( &audio_player_extra
, 20.0f
);
942 audio_player_playclip( &audio_player_extra
, &audio_splash
);
950 v3_copy( player
.rb
.co
, prevco
);
952 if( player
.controller
== k_player_controller_skate
)
955 player_skate_update();
959 player_walk_physics( &player_walky
);
962 /* Real angular velocity integration */
964 v3_lerp( phys
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, phys
->rb
.w
);
965 if( v3_length2( phys
->rb
.w
) > 0.0f
)
969 v3_copy( phys
->rb
.w
, axis
);
971 float mag
= v3_length( axis
);
972 v3_divs( axis
, mag
, axis
);
973 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
974 q_mul( rotation
, phys
->rb
.q
, phys
->rb
.q
);
977 /* Faux angular velocity */
980 float lerpq
= (player_skate
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
981 phys
->siY
= vg_lerpf( phys
->siY
, phys
->iY
, lerpq
);
983 q_axis_angle( rotate
, phys
->rb
.up
, phys
->siY
);
984 q_mul( rotate
, phys
->rb
.q
, phys
->rb
.q
);
989 * Gate intersection, by tracing a line over the gate planes
992 for( int i
=0; i
<world
.gate_count
; i
++ )
994 struct route_gate
*rg
= &world
.gates
[i
];
995 teleport_gate
*gate
= &rg
->gate
;
997 if( gate_intersect( gate
, phys
->rb
.co
, prevco
) )
999 m4x3_mulv( gate
->transport
, phys
->rb
.co
, phys
->rb
.co
);
1000 m4x3_mulv( gate
->transport
, phys
->cog
, phys
->cog
);
1001 m3x3_mulv( gate
->transport
, phys
->cog_v
, phys
->cog_v
);
1002 m3x3_mulv( gate
->transport
, phys
->rb
.v
, phys
->rb
.v
);
1003 m3x3_mulv( gate
->transport
, phys
->vl
, phys
->vl
);
1004 m3x3_mulv( gate
->transport
, phys
->v_last
, phys
->v_last
);
1005 m3x3_mulv( gate
->transport
, phys
->m
, phys
->m
);
1006 m3x3_mulv( gate
->transport
, phys
->bob
, phys
->bob
);
1008 /* Pre-emptively edit the camera matrices so that the motion vectors
1012 m4x3_invert_affine( gate
->transport
, transport_i
);
1013 m4x3_expand( transport_i
, transport_4
);
1014 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
1015 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
1017 v4f transport_rotation
;
1018 m3x3_q( gate
->transport
, transport_rotation
);
1019 q_mul( transport_rotation
, phys
->rb
.q
, phys
->rb
.q
);
1021 world_routes_activate_gate( i
);
1023 if( phys
->controller
== k_player_controller_walk
)
1025 v3f fwd_dir
= {cosf(player
.angles
[0]),
1027 sinf(player
.angles
[0])};
1028 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
1030 player
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
1033 player
.rewind_length
= 0;
1034 player
.rewind_total_length
= 0.0f
;
1035 player
.rewind_incrementer
= 10000;
1036 player_save_frame();
1039 audio_play_oneshot( &audio_gate_pass
, 1.0f
);
1046 rb_update_transform( &player
.rb
);
1050 * -----------------------------------------------------------------------------
1051 * API implementation
1052 * -----------------------------------------------------------------------------
1055 VG_STATIC
float *player_get_pos(void)
1057 return player
.rb
.co
;
1060 VG_STATIC
void player_kill(void)
1062 if( player
.death_tick_allowance
== 0 )
1065 player_ragdoll_copy_model( player
.rb
.v
);
1069 VG_STATIC
float *player_cam_pos(void)
1071 return player
.camera_pos
;
1075 VG_STATIC
void player_save_frame(void)
1077 player
.controller_frame
= player
.controller
;
1079 /* TODO <interface>->save() */
1082 VG_STATIC
void player_restore_frame(void)
1084 player
.controller
= player
.controller_frame
;
1086 /* TODO <interface>->load() */
1089 #endif /* PLAYER_H */