#define PLAYER_REWIND_FRAMES 60*4
#define RESET_MAX_TIME 45.0
+static i32 k_cinema_fixed = 0;
+static f32 k_cinema = 0.0f;
+static i32 k_invert_y = 0;
+
struct player_instance
{
/* transform definition */
cam_velocity_smooth;
v3f cam_override_pos;
- v2f cam_override_angles;
+ v3f cam_override_angles;
+ float cam_override_fov;
float cam_override_strength;
+ f32 cam_trackshake;
float cam_velocity_influence,
cam_velocity_coefficient,
cam_velocity_constant,
cam_velocity_coefficient_smooth,
cam_velocity_constant_smooth,
- cam_velocity_influence_smooth,
- cam_land_punch,
- cam_land_punch_v;
+ cam_velocity_influence_smooth;
- ent_gate *gate_waiting;
+ v3f cam_land_punch, cam_land_punch_v;
- /*
- * Input
- * --------------------------------
- */
- struct input_binding *input_js1h,
- *input_js1v,
- *input_js2h,
- *input_js2v,
- *input_jump,
- *input_push,
- *input_trick0,
- *input_trick1,
- *input_trick2,
- *input_walk,
- *input_walkh,
- *input_walkv,
- *input_use,
- *input_reset,
- *input_grab,
- *input_camera;
+ ent_gate *gate_waiting;
int immobile;
struct player_avatar *playeravatar;
struct player_model *playermodel;
struct player_ragdoll ragdoll;
- struct player_board *board;
+ //struct player_board *board;
+ struct cache_board *board_view_slot;
player_pose holdout_pose;
float holdout_time;
PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
PLAYER_API void player__kill( player_instance *player );
-/* implementation */
-
-#include "player.c"
-#include "player_common.c"
-#include "player_walk.c"
-#include "player_skate.c"
-#include "player_dead.c"
-#include "player_drive.c"
-#include "player_render.c"
-#include "player_ragdoll.c"
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
#endif /* PLAYER_H */