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remove some scrap code
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.c
diff --git
a/player.c
b/player.c
index a43009158aa8baa0cfb0bcd9eb788c38ee325c07..0c727be4fe98b8cf9870e62525610f84d8dc0902 100644
(file)
--- a/
player.c
+++ b/
player.c
@@
-188,12
+188,10
@@
void player__pass_gate( player_instance *player, teleport_gate *gate )
{
player->gate_waiting = gate;
{
player->gate_waiting = gate;
- /* TODO: Add back other logic thats normally here */
-
-#if 0
- m4x3_mulv( gate->transport, player->follow_pos, player->follow_pos );
- gate_rotate_angles( gate, player->follow_angles, player->follow_angles );
-#endif
+ gate_rotate_angles( gate, player->angles, player->angles );
+ m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
+ m3x3_mulv( gate->transport, player->cam_velocity_smooth,
+ player->cam_velocity_smooth );
}
VG_STATIC void player__pre_render( player_instance *player )
}
VG_STATIC void player__pre_render( player_instance *player )
@@
-222,6
+220,13
@@
VG_STATIC void player__pre_render( player_instance *player )
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
+ struct player_avatar *av = player->playeravatar;
+ v3f vp0 = {0.0f,0.1f, 0.6f},
+ vp1 = {0.0f,0.1f,-0.6f};
+
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+
player__cam_iterate( player );
}
player__cam_iterate( player );
}