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allow replays to pass through rifts
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.c
diff --git
a/player.c
b/player.c
index bd929a5f94973c1e9923ef09c437ca58e2242081..498b27e81c8a3561a3b3058cbeb907182d0ca6a7 100644
(file)
--- a/
player.c
+++ b/
player.c
@@
-128,6
+128,7
@@
static void player__post_update(void){
*/
static void player__pass_gate( u32 id ){
world_instance *world = world_current_instance();
*/
static void player__pass_gate( u32 id ){
world_instance *world = world_current_instance();
+ skaterift_record_frame( &skaterift.replay, 1 );
/* update boundary hash (network animation) */
u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
/* update boundary hash (network animation) */
u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
@@
-139,6
+140,7
@@
static void player__pass_gate( u32 id ){
world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
localplayer.gate_waiting = gate;
world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
localplayer.gate_waiting = gate;
+ localplayer.deferred_frame_record = 1;
struct player_cam_controller *cc = &localplayer.cam_control;
m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
struct player_cam_controller *cc = &localplayer.cam_control;
m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
@@
-157,9
+159,12
@@
static void player__pass_gate( u32 id ){
world_static.active_instance = gate->target;
player__clean_refs();
world_static.active_instance = gate->target;
player__clean_refs();
+
+ replay_clear( &skaterift.replay );
}
}
- else
+ else
{
world_routes_activate_entry_gate( world, gate );
world_routes_activate_entry_gate( world, gate );
+ }
v3f v0;
v3_angles_vector( localplayer.angles, v0 );
v3f v0;
v3_angles_vector( localplayer.angles, v0 );
@@
-169,8
+174,6
@@
static void player__pass_gate( u32 id ){
audio_lock();
audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
audio_unlock();
audio_lock();
audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
audio_unlock();
-
- replay_clear( &skaterift.replay );
}
static void player_apply_transport_to_cam( m4x3f transport ){
}
static void player_apply_transport_to_cam( m4x3f transport ){