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[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.c
diff --git
a/player.c
b/player.c
index ef516a1a5bf9d92ec4bc6fc387c9c230e2f26d26..ef23ef43639eed3e367a80c432a0eaf2e3f94df1 100644
(file)
--- a/
player.c
+++ b/
player.c
@@
-184,7
+184,7
@@
VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
}
__attribute__ ((deprecated))
}
__attribute__ ((deprecated))
-VG_STATIC void gate_rotate_angles(
telepor
t_gate *gate, v3f angles, v3f d )
+VG_STATIC void gate_rotate_angles(
en
t_gate *gate, v3f angles, v3f d )
{
v3_copy( angles, d );
return;
{
v3_copy( angles, d );
return;
@@
-202,25
+202,26
@@
VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
* Applies gate transport to a player_interface
*/
PLAYER_API
* Applies gate transport to a player_interface
*/
PLAYER_API
-void player__pass_gate( player_instance *player,
struct gate_hit *hit
)
+void player__pass_gate( player_instance *player,
ent_gate *gate
)
{
{
- player->gate_waiting = hit->gate;
+ player->gate_waiting = gate;
+ world_routes_activate_entry_gate( get_active_world(), gate );
- m4x3_mulv(
hit->
gate->transport, player->tpv_lpf, player->tpv_lpf );
- m3x3_mulv(
hit->
gate->transport, player->cam_velocity_smooth,
-
player->cam_velocity_smooth );
+ m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
+ m3x3_mulv( gate->transport, player->cam_velocity_smooth,
+ player->cam_velocity_smooth );
m3x3_copy( player->basis, player->basis_gate );
v4f q;
m3x3_copy( player->basis, player->basis_gate );
v4f q;
- m3x3_q(
hit->
gate->transport, q );
+ m3x3_q( gate->transport, q );
q_mul( q, player->qbasis, player->qbasis );
q_normalize( player->qbasis );
q_m3x3( player->qbasis, player->basis );
m3x3_transpose( player->basis, player->invbasis );
q_mul( q, player->qbasis, player->qbasis );
q_normalize( player->qbasis );
q_m3x3( player->qbasis, player->basis );
m3x3_transpose( player->basis, player->invbasis );
- if(
hit->
nonlocal )
- world_global.active_world =
hit->nonlocal->target_map_index
;
+ if(
gate->type == k_gate_type_
nonlocal )
+ world_global.active_world =
gate->target
;
}
VG_STATIC void player__pre_render( player_instance *player )
}
VG_STATIC void player__pre_render( player_instance *player )
@@
-238,8
+239,7
@@
VG_STATIC void player__pre_render( player_instance *player )
struct skeleton *sk = &player->playeravatar->sk;
struct skeleton *sk = &player->playeravatar->sk;
- if( player->holdout_time > 0.0f )
- {
+ if( player->holdout_time > 0.0f ){
skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
player->holdout_time, res.pose );
player->holdout_time -= vg.frame_delta * 2.0f;
skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
player->holdout_time, res.pose );
player->holdout_time -= vg.frame_delta * 2.0f;
@@
-251,9
+251,7
@@
VG_STATIC void player__pre_render( player_instance *player )
skeleton_apply_inverses( sk );
skeleton_apply_transform( sk, transform );
skeleton_apply_inverses( sk );
skeleton_apply_transform( sk, transform );
-#if 0
skeleton_debug( sk );
skeleton_debug( sk );
-#endif
}
if( _player_post_animate[ player->subsystem ] )
}
if( _player_post_animate[ player->subsystem ] )
@@
-281,6
+279,10
@@
PLAYER_API void player__render( camera *cam, player_instance *player )
world_link_lighting_ub( world, _shader_model_character_view.id );
world_bind_position_texture( world, _shader_model_character_view.id,
_uniform_model_character_view_g_world_depth, 2 );
world_link_lighting_ub( world, _shader_model_character_view.id );
world_bind_position_texture( world, _shader_model_character_view.id,
_uniform_model_character_view_g_world_depth, 2 );
+ world_bind_light_array( world, _shader_model_character_view.id,
+ _uniform_model_character_view_uLightsArray, 3 );
+ world_bind_light_index( world, _shader_model_character_view.id,
+ _uniform_model_character_view_uLightsIndex, 4 );
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
player->playeravatar->sk.bone_count,
glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
player->playeravatar->sk.bone_count,
@@
-313,9
+315,9
@@
PLAYER_API void player__im_gui( player_instance *player )
}
PLAYER_API void player__spawn( player_instance *player,
}
PLAYER_API void player__spawn( player_instance *player,
-
struct respawn_point
*rp )
+
ent_spawn
*rp )
{
{
- v3_copy( rp->co, player->rb.co );
+ v3_copy( rp->
transform.
co, player->rb.co );
v3_zero( player->rb.v );
v3_zero( player->rb.w );
q_identity( player->rb.q );
v3_zero( player->rb.v );
v3_zero( player->rb.w );
q_identity( player->rb.q );