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gameserver optimisations
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.c
diff --git
a/player.c
b/player.c
index 3ba64eb0f38881808be33c5c0311665423bce99d..93cfb10d169fa3c9aef8f9224f32ee6bf3548678 100644
(file)
--- a/
player.c
+++ b/
player.c
@@
-128,7
+128,6
@@
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;
- world_routes_activate_entry_gate( world_current_instance(), gate );
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 );
@@
-148,6
+147,8
@@
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();
}
+ else
+ world_routes_activate_entry_gate( world, gate );
v3f v0;
v3_angles_vector( localplayer.angles, v0 );
v3f v0;
v3_angles_vector( localplayer.angles, v0 );
@@
-342,10
+343,13
@@
static void player__clear_sfx_buffer(void){
/* implementation */
#include "player_common.c"
/* implementation */
#include "player_common.c"
+
#include "player_walk.c"
#include "player_skate.c"
#include "player_dead.c"
#include "player_drive.c"
#include "player_walk.c"
#include "player_skate.c"
#include "player_dead.c"
#include "player_drive.c"
+#include "player_basic_info.c"
+
#include "player_render.c"
#include "player_ragdoll.c"
#include "player_replay.c"
#include "player_render.c"
#include "player_ragdoll.c"
#include "player_replay.c"