q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
+ f32 pol = v3_dot( player->cam.pos, plane ) - plane[3];
+
/* check camera polarity */
- if( v3_dot( player->cam.pos, plane ) < plane[3] ) {
+ if( (pol < 0.0f) || (pol > 5.0f) ) {
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
player->cam_land_punch_v );
v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
- /* override camera */
- player->cam.angles[0] =
- vg_alerpf( player->cam.angles[0], player->cam_override_angles[0],
- player->cam_override_strength );
- player->cam.angles[1] =
- vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1],
- player->cam_override_strength );
- v3_lerp( player->cam.pos, player->cam_override_pos,
- player->cam_override_strength, player->cam.pos );
- player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov,
- player->cam_override_strength );
-
-
if( k_cinema >= 0.0001f ){
ent_camera *cam = NULL;
f32 min_dist = k_cinema;
player_camera_portal_correction( player );
}
-VG_STATIC void player_look( player_instance *player, v3f angles )
-{
+VG_STATIC void player_look( v3f angles, float speed ){
if( vg_ui.wants_mouse ) return;
- float sensitivity = skaterift.time_rate;
-
angles[2] = 0.0f;
v2f mouse_input;
v2_copy( vg.mouse_delta, mouse_input );
if( k_invert_y ) mouse_input[1] *= -1.0f;
- v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
+ v2_muladds( angles, mouse_input, 0.0025f * speed, angles );
v2f jlook;
joystick_state( k_srjoystick_look, jlook );
- angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
- float input_y = jlook[1] * vg.time_delta * 4.0f;
+ angles[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed;
+ float input_y = jlook[1] * vg.time_frame_delta * 4.0f;
if( k_invert_y ) input_y *= -1.0f;
- angles[1] += input_y * sensitivity;
+ angles[1] += input_y * speed;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}