#include "skeleton.h"
#include "bvh.h"
-static float
+VG_STATIC float
k_walkspeed = 20.0f, /* no longer used */
k_runspeed = 20.0f,
k_board_radius = 0.3f,
k_walk_accel = 150.0f,
k_walk_friction = 8.0f;
-static int freecam = 0;
-static int walk_grid_iterations = 1;
-static float fc_speed = 10.0f;
+VG_STATIC int cl_playermdl_id = 0;
+VG_STATIC int freecam = 0;
+VG_STATIC int walk_grid_iterations = 1;
+VG_STATIC float fc_speed = 10.0f;
/*
* -----------------------------------------------------------------------------
* -----------------------------------------------------------------------------
*/
-static struct gplayer
+VG_STATIC struct gplayer
{
/* Physics */
rigidbody collide_front, collide_back;
/* player model */
struct player_model
{
- glmesh mesh;
+ glmesh player_meshes[3];
+
+ mdl_context meta;
struct skeleton sk;
struct skeleton_anim *anim_stand,
*anim_highg,
rigidbody rb;
u32 parent;
}
- *ragdoll;
+ ragdoll[32];
u32 ragdoll_count;
int shoes[2];
/*
* API
*/
-static float *player_get_pos(void);
-static void player_kill(void);
-static float *player_cam_pos(void);
-static void player_save_frame(void);
-static void player_restore_frame(void);
-static void player_save_rewind_frame(void);
+VG_STATIC float *player_get_pos(void);
+VG_STATIC void player_kill(void);
+VG_STATIC float *player_cam_pos(void);
+VG_STATIC void player_save_frame(void);
+VG_STATIC void player_restore_frame(void);
+VG_STATIC void player_save_rewind_frame(void);
/*
* Submodules
* -----------------------------------------------------------------------------
*/
-static void player_init(void) /* 1 */
+VG_STATIC void player_init(void) /* 1 */
{
rb_init( &player.phys.rb );
rb_init( &player.collide_front );
rb_init( &player.collide_back );
+ vg_convar_push( (struct vg_convar){
+ .name = "cl_playermdl_id",
+ .data = &cl_playermdl_id,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=2, .clamp=1 },
+ .persistent = 1
+ });
+
vg_convar_push( (struct vg_convar){
.name = "walk_speed",
.data = &k_walkspeed,
});
player.rewind_length = 0;
- player.rewind_buffer = vg_alloc( sizeof(struct rewind_frame)
- * PLAYER_REWIND_FRAMES );
+ player.rewind_buffer =
+ vg_linear_alloc( vg_mem.rtmemory,
+ sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
- /* other systems */
- vg_loader_highwater( player_model_init, player_model_free, NULL );
+ player_model_init();
}
-static void player_save_rewind_frame(void)
+VG_STATIC void player_save_rewind_frame(void)
{
if( player.rewind_length < PLAYER_REWIND_FRAMES )
{
}
/* Deal with input etc */
-static void player_update_pre(void)
+VG_STATIC void player_update_pre(void)
{
struct player_phys *phys = &player.phys;
if( vg_get_button_down( "reset" ) )
{
- double delta = world_routes.time - world_routes.last_use;
+ double delta = world.time - world.last_use;
if( delta <= RESET_MAX_TIME )
{
}
}
-static void player_update_fixed(void) /* 2 */
+VG_STATIC void player_update_fixed(void) /* 2 */
{
if( player.rewinding )
return;
}
}
-static void player_update_post(void)
+VG_STATIC void player_update_post(void)
{
for( int i=0; i<player.land_log_count; i++ )
vg_line_cross( player.land_target_log[i],
player_audio();
}
-static void draw_player( m4x3f cam )
+VG_STATIC void draw_player( m4x3f cam )
{
if( player.is_dead )
player_model_copy_ragdoll();
0,
(float *)player.mdl.sk.final_mtx );
- mesh_bind( &player.mdl.mesh );
- mesh_draw( &player.mdl.mesh );
+ mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
+ mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
}
/*
* -----------------------------------------------------------------------------
*/
-static float *player_get_pos(void)
+VG_STATIC float *player_get_pos(void)
{
return player.phys.rb.co;
}
-static void player_kill(void)
+VG_STATIC void player_kill(void)
{
if( player.death_tick_allowance == 0 )
{
}
}
-static float *player_cam_pos(void)
+VG_STATIC float *player_cam_pos(void)
{
return player.camera_pos;
}