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
;
51 float cam_position_override_strength
,
52 cam_angles_override_strength
,
57 v3f fpv_offset
, /* expressed relative to rigidbody */
59 fpv_viewpoint
, /* expressed relative to neck bone inverse final */
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
,
75 teleport_gate
*gate_waiting
;
79 * --------------------------------
81 struct input_binding
*input_js1h
,
97 * --------------------------------------------------
100 struct player_avatar
*playeravatar
;
102 struct player_ragdoll ragdoll
;
107 * -------------------------------------------------
110 enum player_subsystem
112 k_player_subsystem_walk
= 0,
113 k_player_subsystem_skate
= 1,
114 k_player_subsystem_dead
= 2
118 struct player_skate _skate
;
119 struct player_walk _walk
;
120 //struct player_dead _dead;
125 * ---------------------------------------------------------
129 void (*_player_bind
[])( player_instance
*player
) =
137 void (*_player_reset
[])( player_instance
*player
, struct respawn_point
*rp
) =
145 void (*_player_pre_update
[])( player_instance
*player
) =
147 player__walk_pre_update
,
148 player__skate_pre_update
,
153 void( *_player_update
[])( player_instance
*player
) =
156 player__skate_update
,
161 void( *_player_post_update
[])( player_instance
*player
) =
163 player__walk_post_update
,
164 player__skate_post_update
,
169 void( *_player_im_gui
[])( player_instance
*player
) =
172 player__skate_im_gui
,
177 void( *_player_animate
[])( player_instance
*player
, player_animation
*dest
) =
179 player__walk_animate
,
180 player__skate_animate
,
185 void( *_player_post_animate
[])( player_instance
*player
) =
187 player__walk_post_animate
,
188 player__skate_post_animate
,
195 #include "player_common.c"
196 #include "player_walk.c"
197 #include "player_skate.c"
198 //#include "player_dead.c"
200 #endif /* PLAYER_H */
205 * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
212 #define PLAYER_REWIND_FRAMES 60*4
218 #include "skeleton.h"
223 * -----------------------------------------------------------------------------
225 * -----------------------------------------------------------------------------
228 VG_STATIC
struct gplayer
230 rigidbody rb
, rb_frame
;
231 v3f co
, angles
; /* used as transfer between controllers */
233 enum player_controller
235 k_player_controller_walk
,
236 k_player_controller_skate
,
237 k_player_controller_ragdoll
,
238 k_player_controller_mountain_skate
,
239 k_player_controller_snowboard
,
240 k_player_controller_drive
245 m4x3f visual_transform
,
246 inv_visual_transform
;
248 int is_dead
, death_tick_allowance
, rewinding
;
249 int rewind_sound_wait
;
252 v3f handl_target
, handr_target
,
256 struct input_binding
*input_js1h
,
271 v3f camera_pos
, smooth_localcam
;
279 u32 rewind_incrementer
,
282 float rewind_time
, rewind_total_length
, rewind_predicted_time
;
283 double diag_rewind_start
, diag_rewind_time
;
306 enum mdl_surface_prop surface_prop
;
311 glmesh player_meshes
[3];
315 struct skeleton_anim
*anim_stand
,
319 *anim_push
, *anim_push_reverse
,
320 *anim_ollie
, *anim_ollie_reverse
,
321 *anim_grabs
, *anim_stop
,
322 *anim_walk
, *anim_run
, *anim_idle
,
342 /* Collider transform relative to bone */
356 rb_constr_pos position_constraints
[32];
357 u32 position_constraints_count
;
359 rb_constr_swingtwist cone_constraints
[32];
360 u32 cone_constraints_count
;
371 .collide_front
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
},
372 .collide_back
= { .type
= k_rb_shape_sphere
, .inf
.sphere
.radius
= 0.3f
}
381 VG_STATIC
float *player_get_pos(void);
382 VG_STATIC
void player_kill(void);
383 VG_STATIC
float *player_cam_pos(void);
384 VG_STATIC
void player_save_frame(void);
385 VG_STATIC
void player_restore_frame(void);
386 VG_STATIC
void player_save_rewind_frame(void);
391 VG_STATIC
void player_mouseview(void);
393 #include "player_physics.h"
394 #include "player_physics_skate.h"
395 #include "player_physics_walk.h"
396 #include "player_ragdoll.h"
397 #include "player_model.h"
398 #include "player_animation.h"
399 #include "player_audio.h"
402 * player_physics_<INTERFACE>_<SUB-INTERFACE>
409 * -----------------------------------------------------------------------------
411 * -----------------------------------------------------------------------------
413 VG_STATIC
int kill_player( int argc
, char const *argv
[] );
414 VG_STATIC
int reset_player( int argc
, char const *argv
[] );
415 VG_STATIC
void reset_player_poll( int argc
, char const *argv
[] );
417 VG_STATIC
void player_init(void) /* 1 */
420 player
.input_js1h
= vg_create_named_input( "steer-h", k_input_type_axis
);
421 player
.input_js1v
= vg_create_named_input( "steer-v", k_input_type_axis
);
422 player
.input_grab
= vg_create_named_input( "grab", k_input_type_axis_norm
);
423 player
.input_js2h
= vg_create_named_input( "grab-h", k_input_type_axis
);
424 player
.input_js2v
= vg_create_named_input( "grab-v", k_input_type_axis
);
425 player
.input_jump
= vg_create_named_input( "jump", k_input_type_button
);
426 player
.input_push
= vg_create_named_input( "push", k_input_type_button
);
427 player
.input_walk
= vg_create_named_input( "walk", k_input_type_button
);
429 player
.input_walkh
= vg_create_named_input( "walk-h",
431 player
.input_walkv
= vg_create_named_input( "walk-v",
435 player
.input_switch_mode
= vg_create_named_input( "switch-mode",
436 k_input_type_button
);
437 player
.input_reset
= vg_create_named_input( "reset", k_input_type_button
);
439 const char *default_cfg
[] =
441 "bind steer-h gp-ls-h",
445 "bind steer-v gp-ls-v",
451 "bind grab-h gp-rs-h",
452 "bind grab-v gp-rs-v",
463 "bind walk-h gp-ls-h",
464 "bind walk-v -gp-ls-v",
473 "bind switch-mode gp-y",
474 "bind switch-mode e",
477 for( int i
=0; i
<vg_list_size(default_cfg
); i
++ )
478 vg_execute_console_input(default_cfg
[i
]);
481 rb_init( &player
.rb
);
483 VG_VAR_F32( k_walkspeed
);
484 VG_VAR_F32( k_stopspeed
);
485 VG_VAR_F32( k_airspeed
);
486 VG_VAR_F32( k_walk_friction
);
487 VG_VAR_F32( k_walk_air_accel
);
488 VG_VAR_F32( k_runspeed
);
489 VG_VAR_F32( k_walk_accel
);
491 VG_VAR_I32( freecam
);
492 VG_VAR_I32( cl_thirdperson
);
493 VG_VAR_F32_PERSISTENT( fc_speed
);
495 /* TODO: NOT PERSISTENT */
496 VG_VAR_F32( k_ragdoll_limit_scale
);
497 VG_VAR_I32( k_ragdoll_div
);
498 VG_VAR_I32( k_ragdoll_debug_collider
);
499 VG_VAR_I32( k_ragdoll_debug_constraints
);
501 VG_VAR_F32( k_friction_lat
);
503 VG_VAR_F32( k_cog_spring
);
504 VG_VAR_F32( k_cog_damp
);
506 VG_VAR_F32( k_cog_mass_ratio
);
507 VG_VAR_F32( k_downforce
);
509 VG_VAR_F32( k_spring_force
);
510 VG_VAR_F32( k_spring_dampener
);
511 VG_VAR_F32( k_spring_angular
);
513 VG_VAR_F32( k_mmthrow_scale
);
514 VG_VAR_F32( k_mmcollect_lat
);
515 VG_VAR_F32( k_mmcollect_vert
);
516 VG_VAR_F32( k_mmdecay
);
518 vg_function_push( (struct vg_cmd
){
520 .function
= reset_player
,
521 .poll_suggest
= reset_player_poll
524 vg_function_push( (struct vg_cmd
){
526 .function
= kill_player
532 player
.rewind_length
= 0;
533 player
.rewind_buffer
=
534 vg_linear_alloc( vg_mem
.rtmemory
,
535 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
540 VG_STATIC
void player_save_rewind_frame(void)
542 if( player
.rewind_length
< PLAYER_REWIND_FRAMES
)
544 struct rewind_frame
*fr
=
545 &player
.rewind_buffer
[ player
.rewind_length
++ ];
547 v2_copy( player
.angles
, fr
->ang
);
548 v3_copy( player
.camera_pos
, fr
->pos
);
550 player
.rewind_incrementer
= 0;
552 if( player
.rewind_length
> 1 )
554 player
.rewind_total_length
+=
555 v3_dist( player
.rewind_buffer
[player
.rewind_length
-1].pos
,
556 player
.rewind_buffer
[player
.rewind_length
-2].pos
);
563 VG_STATIC
int menu_enabled(void);
566 VG_STATIC
void player_do_motion(void);
568 * Free camera movement
570 VG_STATIC
void player_mouseview(void)
575 v2_muladds( player
.angles
, vg
.mouse_delta
, 0.0025f
, player
.angles
);
577 if( vg_input
.controller_should_use_trackpad_look
)
579 static v2f last_input
;
581 static v2f vel_smooth
;
583 v2f input
= { player
.input_js2h
->axis
.value
,
584 player
.input_js2v
->axis
.value
};
586 if( (v2_length2(last_input
) > 0.001f
) && (v2_length2(input
) > 0.001f
) )
588 v2_sub( input
, last_input
, vel
);
589 v2_muls( vel
, 1.0f
/vg
.time_delta
, vel
);
596 v2_lerp( vel_smooth
, vel
, vg
.time_delta
*8.0f
, vel_smooth
);
598 v2_muladds( player
.angles
, vel_smooth
, vg
.time_delta
, player
.angles
);
599 v2_copy( input
, last_input
);
603 player
.angles
[0] += player
.input_js2h
->axis
.value
* vg
.time_delta
* 4.0f
;
604 player
.angles
[1] += player
.input_js2v
->axis
.value
* vg
.time_delta
* 4.0f
;
607 player
.angles
[1] = vg_clampf( player
.angles
[1], -VG_PIf
*0.5f
, VG_PIf
*0.5f
);
610 /* Deal with input etc */
611 VG_STATIC
void player_update_pre(void)
616 v3_copy( main_camera
.pos
, ra
);
617 v3_muladds( ra
, main_camera
.transform
[2], -10.0f
, rb
);
620 if( spherecast_world( ra
, rb
, 0.4f
, &t
, rx
) != -1 )
623 m3x3_identity( mtx
);
624 v3_lerp( ra
, rb
, t
, mtx
[3] );
626 debug_sphere( mtx
, 0.4f
, 0xff00ff00 );
629 v3_muladds( mtx
[3], rx
, 0.4f
, x1
);
630 vg_line( mtx
[3], x1
, 0xffffffff );
636 vg_line_pt3( phys
->cog
, 0.10f
, 0xffffffff );
637 vg_line_pt3( phys
->cog
, 0.09f
, 0xffffffff );
638 vg_line_pt3( phys
->cog
, 0.08f
, 0xffffffff );
639 vg_line( phys
->cog
, phys
->rb
.co
, 0xff000000 );
642 v3f throw_end
, p0
, p1
;
643 v3_muladds( phys
->rb
.co
, phys
->rb
.up
, 1.0f
, spring_end
);
644 v3_muladds( spring_end
, phys
->throw_v
, 1.0f
, throw_end
);
645 v3_muladds( spring_end
, player
.debug_mmcollect_lat
, 1.0f
, p0
);
646 v3_muladds( spring_end
, player
.debug_mmcollect_vert
, 1.0f
, p1
);
647 vg_line( spring_end
, throw_end
, VG__RED
);
648 vg_line( spring_end
, p0
, VG__GREEN
);
649 vg_line( spring_end
, p1
, VG__BLUE
);
652 if( player
.rewinding
)
655 if( vg_input_button_down( player
.input_reset
) && !menu_enabled() )
657 double delta
= world
.time
- world
.last_use
;
659 if( (delta
<= RESET_MAX_TIME
) && (world
.last_use
!= 0.0) )
661 player
.rewinding
= 1;
662 player
.rewind_sound_wait
= 1;
663 player
.rewind_time
= (float)player
.rewind_length
- 0.0001f
;
664 player_save_rewind_frame();
666 audio_play_oneshot( &audio_rewind
[0], 1.0f
);
669 /* based on analytical testing. DONT CHANGE!
671 * time taken: y = (x^(4/5)) * 74.5
672 * inverse : x = (2/149)^(4/5) * y^(4/5)
675 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
676 curve
= powf( player
.rewind_total_length
, 4.0f
/5.0f
);
678 player
.rewind_predicted_time
= constant
* curve
;
679 player
.diag_rewind_start
= vg
.time
;
680 player
.diag_rewind_time
= player
.rewind_time
;
683 player
.death_tick_allowance
= 30;
684 player_restore_frame();
686 if( player
.controller
== k_player_controller_walk
)
688 player
.angles
[0] = atan2f( -player
.rb
.forward
[2],
689 -player
.rb
.forward
[0] );
692 player
.mdl
.shoes
[0] = 1;
693 player
.mdl
.shoes
[1] = 1;
695 world_routes_notify_reset();
697 /* apply 1 frame of movement */
704 reset_player( 0, NULL
);
710 audio_play_oneshot( &audio_rewind
[4], 1.0f
);
716 if( vg_input_button_down( player
.input_switch_mode
) && !menu_enabled() )
721 if( phys
->controller
== k_player_controller_walk
)
723 phys
->controller
= k_player_controller_skate
;
725 v3_muladds( phys
->rb
.v
, phys
->rb
.forward
, 0.2f
, phys
->rb
.v
);
726 audio_play_oneshot( &audio_lands
[6], 1.0f
);
728 else if( phys
->controller
== k_player_controller_skate
)
730 phys
->controller
= k_player_controller_walk
;
732 audio_play_oneshot( &audio_lands
[5], 1.0f
);
739 if( player
.controller
== k_player_controller_walk
)
743 VG_STATIC
void player_update_fixed(void) /* 2 */
745 if( player
.rewinding
)
748 if( player
.death_tick_allowance
)
749 player
.death_tick_allowance
--;
753 player_ragdoll_iter();
757 player
.rewind_incrementer
++;
759 if( player
.rewind_incrementer
> (u32
)(0.25/VG_TIMESTEP_FIXED
) )
761 player_save_rewind_frame();
768 VG_STATIC
void player_update_post(void)
771 for( int i
=0; i
<player
.prediction_count
; i
++ )
773 struct land_prediction
*p
= &player
.predictions
[i
];
775 for( int j
=0; j
<p
->log_length
- 1; j
++ )
776 vg_line( p
->log
[j
], p
->log
[j
+1], p
->colour
);
778 vg_line_cross( p
->log
[p
->log_length
-1], p
->colour
, 0.25f
);
781 v3_add( p
->log
[p
->log_length
-1], p
->n
, p1
);
782 vg_line( p
->log
[p
->log_length
-1], p1
, 0xffffffff );
789 player_debug_ragdoll();
792 player_animate_death_cam();
801 player_animate_camera_thirdperson();
803 player_animate_camera();
811 /* CAMERA POSITIONING: LAYER 0 */
812 v2_copy( player
.angles
, main_camera
.angles
);
813 v3_copy( player
.camera_pos
, main_camera
.pos
);
816 if( player
.rewinding
)
818 if( player
.rewind_time
<= 0.0f
)
820 double taken
= vg
.time
- player
.diag_rewind_start
;
821 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
822 taken
, player
.diag_rewind_time
,
823 player
.rewind_total_length
);
825 player
.rewinding
= 0;
826 player
.rewind_length
= 1;
827 player
.rewind_total_length
= 0.0f
;
828 player
.rewind_incrementer
= 0;
829 world
.sky_target_rate
= 1.0;
833 world
.sky_target_rate
= -100.0;
834 assert( player
.rewind_length
> 0 );
839 float budget
= vg
.time_delta
,
840 overall_length
= player
.rewind_length
;
842 world_routes_rollback_time( player
.rewind_time
/ overall_length
);
844 for( int i
=0; (i
<10)&&(player
.rewind_time
>0.0f
)&&(budget
>0.0f
); i
++ )
846 /* Interpolate frames */
847 int i0
= floorf( player
.rewind_time
),
848 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
850 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
851 *fr1
= &player
.rewind_buffer
[i1
];
853 float dist
= vg_maxf( v3_dist( fr
->pos
, fr1
->pos
), 0.001f
),
854 subl
= vg_fractf( player
.rewind_time
) + 0.001f
,
856 sramp
= 3.0f
-(1.0f
/(0.4f
+0.4f
*player
.rewind_time
)),
857 speed
= sramp
*28.0f
+ 0.5f
*player
.rewind_time
,
858 mod
= speed
* (budget
/ dist
),
860 advl
= vg_minf( mod
, subl
),
861 advt
= (advl
/ mod
) * budget
;
863 player
.dist_accum
+= speed
* advt
;
864 player
.rewind_time
-= advl
;
868 player
.rewind_time
= vg_maxf( 0.0f
, player
.rewind_time
);
870 float current_time
= vg
.time
- player
.diag_rewind_start
,
871 remaining
= player
.rewind_predicted_time
- current_time
;
873 if( player
.rewind_sound_wait
)
875 if( player
.rewind_predicted_time
>= 6.5f
)
877 if( remaining
<= 6.5f
)
880 audio_play_oneshot( &audio_rewind
[3], 1.0f
);
882 player
.rewind_sound_wait
= 0;
885 else if( player
.rewind_predicted_time
>= 2.5f
)
887 if( remaining
<= 2.5f
)
890 audio_play_oneshot( &audio_rewind
[2], 1.0f
);
892 player
.rewind_sound_wait
= 0;
895 else if( player
.rewind_predicted_time
>= 1.5f
)
897 if( remaining
<= 1.5f
)
900 audio_play_oneshot( &audio_rewind
[1], 1.0f
);
902 player
.rewind_sound_wait
= 0;
907 int i0
= floorf( player
.rewind_time
),
908 i1
= VG_MIN( i0
+1, player
.rewind_length
-1 );
910 struct rewind_frame
*fr
= &player
.rewind_buffer
[i0
],
911 *fr1
= &player
.rewind_buffer
[i1
];
913 float sub
= vg_fractf(player
.rewind_time
);
915 v3_lerp( fr
->pos
, fr1
->pos
, sub
, override_pos
);
916 override_angles
[0] = vg_alerpf( fr
->ang
[0], fr1
->ang
[0], sub
);
917 override_angles
[1] = vg_lerpf ( fr
->ang
[1], fr1
->ang
[1], sub
);
919 /* CAMERA POSITIONING: LAYER 1 */
920 float blend
= (4.0f
-player
.rewind_time
) * 0.25f
,
921 c
= vg_clampf( blend
, 0.0f
, 1.0f
);
923 main_camera
.angles
[0] =
924 vg_alerpf(override_angles
[0], player
.angles
[0], c
);
925 main_camera
.angles
[1] =
926 vg_lerpf (override_angles
[1], player
.angles
[1], c
);
927 v3_lerp( override_pos
, player
.camera_pos
, c
, main_camera
.pos
);
932 camera_update_transform( &main_camera
);
936 VG_STATIC
void draw_player( camera
*cam
)
939 player_model_copy_ragdoll();
941 shader_viewchar_use();
942 vg_tex2d_bind( &tex_characters
, 0 );
943 shader_viewchar_uTexMain( 0 );
944 shader_viewchar_uCamera( cam
->transform
[3] );
945 shader_viewchar_uPv( cam
->mtx
.pv
);
946 shader_link_standard_ub( _shader_viewchar
.id
, 2 );
947 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms
,
948 player
.mdl
.sk
.bone_count
,
950 (float *)player
.mdl
.sk
.final_mtx
);
952 mesh_bind( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
953 mesh_draw( &player
.mdl
.player_meshes
[cl_playermdl_id
] );
956 VG_STATIC
void player_do_motion(void)
958 if( world
.water
.enabled
)
960 if( (player
.rb
.co
[1] < 0.0f
) && !player
.is_dead
)
963 audio_player_set_flags( &audio_player_extra
, AUDIO_FLAG_SPACIAL_3D
);
964 audio_player_set_position( &audio_player_extra
, player
.rb
.co
);
965 audio_player_set_vol( &audio_player_extra
, 20.0f
);
966 audio_player_playclip( &audio_player_extra
, &audio_splash
);
974 v3_copy( player
.rb
.co
, prevco
);
976 if( player
.controller
== k_player_controller_skate
)
979 player_skate_update();
983 player_walk_physics( &player_walky
);
986 /* Real angular velocity integration */
988 v3_lerp( phys
->rb
.w
, (v3f
){0.0f
,0.0f
,0.0f
}, 0.125f
*0.5f
, phys
->rb
.w
);
989 if( v3_length2( phys
->rb
.w
) > 0.0f
)
993 v3_copy( phys
->rb
.w
, axis
);
995 float mag
= v3_length( axis
);
996 v3_divs( axis
, mag
, axis
);
997 q_axis_angle( rotation
, axis
, mag
*k_rb_delta
);
998 q_mul( rotation
, phys
->rb
.q
, phys
->rb
.q
);
1001 /* Faux angular velocity */
1004 float lerpq
= (player_skate
.activity
== k_skate_activity_air
)? 0.04f
: 0.3f
;
1005 phys
->siY
= vg_lerpf( phys
->siY
, phys
->iY
, lerpq
);
1007 q_axis_angle( rotate
, phys
->rb
.up
, phys
->siY
);
1008 q_mul( rotate
, phys
->rb
.q
, phys
->rb
.q
);
1013 * Gate intersection, by tracing a line over the gate planes
1016 for( int i
=0; i
<world
.gate_count
; i
++ )
1018 struct route_gate
*rg
= &world
.gates
[i
];
1019 teleport_gate
*gate
= &rg
->gate
;
1021 if( gate_intersect( gate
, phys
->rb
.co
, prevco
) )
1023 m4x3_mulv( gate
->transport
, phys
->rb
.co
, phys
->rb
.co
);
1024 m4x3_mulv( gate
->transport
, phys
->cog
, phys
->cog
);
1025 m3x3_mulv( gate
->transport
, phys
->cog_v
, phys
->cog_v
);
1026 m3x3_mulv( gate
->transport
, phys
->rb
.v
, phys
->rb
.v
);
1027 m3x3_mulv( gate
->transport
, phys
->vl
, phys
->vl
);
1028 m3x3_mulv( gate
->transport
, phys
->v_last
, phys
->v_last
);
1029 m3x3_mulv( gate
->transport
, phys
->m
, phys
->m
);
1030 m3x3_mulv( gate
->transport
, phys
->bob
, phys
->bob
);
1032 /* Pre-emptively edit the camera matrices so that the motion vectors
1036 m4x3_invert_affine( gate
->transport
, transport_i
);
1037 m4x3_expand( transport_i
, transport_4
);
1038 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
1039 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
1041 v4f transport_rotation
;
1042 m3x3_q( gate
->transport
, transport_rotation
);
1043 q_mul( transport_rotation
, phys
->rb
.q
, phys
->rb
.q
);
1045 world_routes_activate_gate( i
);
1047 if( phys
->controller
== k_player_controller_walk
)
1049 v3f fwd_dir
= {cosf(player
.angles
[0]),
1051 sinf(player
.angles
[0])};
1052 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
1054 player
.angles
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
1057 player
.rewind_length
= 0;
1058 player
.rewind_total_length
= 0.0f
;
1059 player
.rewind_incrementer
= 10000;
1060 player_save_frame();
1063 audio_play_oneshot( &audio_gate_pass
, 1.0f
);
1070 rb_update_transform( &player
.rb
);
1074 * -----------------------------------------------------------------------------
1075 * API implementation
1076 * -----------------------------------------------------------------------------
1079 VG_STATIC
float *player_get_pos(void)
1081 return player
.rb
.co
;
1084 VG_STATIC
void player_kill(void)
1086 if( player
.death_tick_allowance
== 0 )
1089 player_ragdoll_copy_model( player
.rb
.v
);
1093 VG_STATIC
float *player_cam_pos(void)
1095 return player
.camera_pos
;
1099 VG_STATIC
void player_save_frame(void)
1101 player
.controller_frame
= player
.controller
;
1103 /* TODO <interface>->save() */
1106 VG_STATIC
void player_restore_frame(void)
1108 player
.controller
= player
.controller_frame
;
1110 /* TODO <interface>->load() */
1113 #endif /* PLAYER_H */