projects
/
carveJwlIkooP6JGAAIwe30JlM.git
/ blobdiff
commit
grep
author
committer
pickaxe
?
search:
re
summary
|
shortlog
|
log
|
commit
|
commitdiff
|
tree
raw
|
inline
| side by side
menu stuff
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.h
diff --git
a/player.h
b/player.h
index 82381c27b84e14fbb0f706c62dc151e7f06fa04e..c9502a32493d780a6504663af4423c78a3a38d63 100644
(file)
--- a/
player.h
+++ b/
player.h
@@
-17,7
+17,8
@@
static float
k_board_radius = 0.3f,
k_board_length = 0.45f,
k_board_allowance = 0.04f,
k_board_radius = 0.3f,
k_board_length = 0.45f,
k_board_allowance = 0.04f,
- k_friction_lat = 8.8f,
+ //k_friction_lat = 8.8f,
+ k_friction_lat = 12.0f,
k_friction_resistance = 0.01f,
k_max_push_speed = 16.0f,
k_push_accel = 10.0f,
k_friction_resistance = 0.01f,
k_max_push_speed = 16.0f,
k_push_accel = 10.0f,
@@
-88,7
+89,6
@@
static struct gplayer
v3f camera_pos, smooth_localcam;
v2f angles;
v3f camera_pos, smooth_localcam;
v2f angles;
- m4x3f camera, camera_inverse;
/* animation */
double jump_time;
/* animation */
double jump_time;
@@
-283,11
+283,6
@@
static void player_update_fixed(void) /* 2 */
{
player_do_motion();
}
{
player_do_motion();
}
-
- player_audio(); /* FUTURE: can probably move this to post()
- BUT, it uses deltas from fixed step physics,
- AND this *might* be what we want for realtime
- audio, anyway. */
}
static void player_update_post(void)
}
static void player_update_post(void)
@@
-314,10
+309,15
@@
static void player_update_post(void)
if( freecam )
player_freecam();
if( freecam )
player_freecam();
- player_camera_update();
+ /* CAMERA POSITIONING: LAYER 0 */
+ v2_copy( player.angles, camera_angles );
+ v3_copy( player.camera_pos, camera_pos );
+ camera_update();
+
+ player_audio();
}
}
-static void draw_player(
void) /* 3 */
+static void draw_player(
m4x3f cam )
{
if( player.is_dead )
player_model_copy_ragdoll();
{
if( player.is_dead )
player_model_copy_ragdoll();
@@
-325,7
+325,7
@@
static void draw_player(void) /* 3 */
shader_viewchar_use();
vg_tex2d_bind( &tex_characters, 0 );
shader_viewchar_uTexMain( 0 );
shader_viewchar_use();
vg_tex2d_bind( &tex_characters, 0 );
shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera(
player.camera
[3] );
+ shader_viewchar_uCamera(
cam
[3] );
shader_viewchar_uPv( vg.pv );
shader_link_standard_ub( _shader_viewchar.id, 2 );
glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
shader_viewchar_uPv( vg.pv );
shader_link_standard_ub( _shader_viewchar.id, 2 );
glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,