player.in_air = 1;
float pstep = ktimestep*10.0f;
-
- float best_velocity_mod = 0.0f,
- best_velocity_delta = -9999.9f;
-
+ float best_velocity_delta = -9999.9f;
float k_bias = 0.96f;
v3f axis;
if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
{
best_velocity_delta = land_delta;
- best_velocity_mod = vmod;
v3_copy( contact.pos, player.land_target );
pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
+#if 0
pb[0] = pa[0];
pb[1] = pa[1];
pb[2] = pa[2] + k_gridscale;
pd[0] = pa[0] + k_gridscale;
pd[1] = pa[1];
pd[2] = pa[2];
-#if 0
/* if you want to draw the current cell */
vg_line( pa, pb, 0xff00ffff );
vg_line( pb, pc, 0xff00ffff );