static int freecam = 0;
static int walk_grid_iterations = 1;
+static float fc_speed = 10.0f;
static struct gplayer
{
v2_sub( vg_mouse, mouse_last, delta );
v2_copy( vg_mouse, mouse_last );
- v2_muladds( view_vel, delta, 0.005f, view_vel );
+ v2_muladds( view_vel, delta, 0.001f, view_vel );
}
v2_muladds( view_vel,
(v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
0.05f, view_vel );
- v2_muls( view_vel, 0.7f, view_vel );
+ v2_muls( view_vel, 0.93f, view_vel );
v2_add( view_vel, player.angles, player.angles );
player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
{
player_mouseview();
- float movespeed = 25.0f;
+ float movespeed = fc_speed;
v3f lookdir = { 0.0f, 0.0f, -1.0f },
sidedir = { 1.0f, 0.0f, 0.0f };
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 );
player.mdl.shoes[0] = 1;
player.mdl.shoes[1] = 1;
+
+ world_routes_notify_reset();
}
if( vg_get_button_down( "switchmode" ) )