* 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
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;
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;