* Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
+/*
+ * TODO: Tilt camera down to face borde when its behind you or out of vision
+ */
+
#ifndef PLAYER_H
#define PLAYER_H
#include "bvh.h"
VG_STATIC float
- k_walkspeed = 12.0f, /* no longer used */
+ k_walkspeed = 12.0f,
+ k_air_accelerate = 20.0f,
+
k_runspeed = 20.0f,
k_board_radius = 0.3f,
k_board_length = 0.45f,
k_steer_air = 3.6f,
k_steer_air_lerp = 0.3f,
k_pump_force = 0.0f,
- k_downforce = 5.0f,
+ k_downforce = 8.0f,
k_walk_downforce = 8.0f,
k_jump_charge_speed = (1.0f/1.0f),
k_jump_force = 5.0f,
v3f a, v_last, m, bob, vl;
/* Utility */
- float vswitch, slip, slip_last,
- reverse;
+ float vswitch, slip, slip_last, reverse;
float grab, jump, pushing, push_time;
v2f grab_mouse_delta;
+ int lift_frames;
+
double start_push;
- int in_air, on_board, jump_charge, jump_dir;
+ int in_air, on_board, jump_charge, jump_dir, grind;
m3x3f vr,vr_pstep;
}
walk_timer,
fjump,
fonboard,
- frun;
+ frun,
+ fgrind;
float walk;
int step_phase;
});
vg_convar_push( (struct vg_convar){
- .name = "walk_speed",
+ .name = "gwalk_speed",
.data = &k_walkspeed,
.data_type = k_convar_dtype_f32,
.opt_f32 = { .clamp = 0 },
.persistent = 0
});
+ vg_convar_push( (struct vg_convar){
+ .name = "air_accelerate",
+ .data = &k_air_accelerate,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 0
+ });
+
vg_convar_push( (struct vg_convar){
.name = "run_speed",
.data = &k_runspeed,
}
}
+
+/* disaster */
+VG_STATIC int menu_enabled(void);
+#include "menu.h"
+
/*
* Free camera movement
*/
VG_STATIC void player_mouseview(void)
{
- if( ui_want_mouse() )
+ if( menu_enabled() )
return;
v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
- if( vg.gamepad_use_trackpad_look )
+ if( vg_input.controller_should_use_trackpad_look )
{
static v2f last_input;
static v2f vel;
return;
}
- if( vg_input_button_down( player.input_reset ) )
+ if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
{
if( player.is_dead )
{
}
}
- if( vg_input_button_down( player.input_switch_mode ) )
+ if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
{
phys->on_board ^= 0x1;
player_mouseview();
}
-VG_STATIC void player_update_fixed(void) /* 2 */
+VG_STATIC void player_update_fixed(void) /* 2 */
{
if( player.rewinding )
return;