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well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_animation.h
diff --git
a/player_animation.h
b/player_animation.h
index ea7d566468bbc3463c750c8ef67249b1aeaafcbc..594f282c3be7e8917bcb111a98d84080dbc17c1d 100644
(file)
--- a/
player_animation.h
+++ b/
player_animation.h
@@
-7,7
+7,7
@@
#include "player.h"
#include "player.h"
-
static
void player_animate_offboard(void)
+
VG_STATIC
void player_animate_offboard(void)
{
{
float fly = player.phys.in_air,
{
{
float fly = player.phys.in_air,
@@
-83,7
+83,7
@@
static void player_animate_offboard(void)
skeleton_debug( &player.mdl.sk );
}
skeleton_debug( &player.mdl.sk );
}
-
static
void player_animate(void)
+
VG_STATIC
void player_animate(void)
{
struct player_phys *phys = &player.phys;
rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
{
struct player_phys *phys = &player.phys;
rb_extrapolate_transform( &player.phys.rb, player.visual_transform );
@@
-139,8
+139,8
@@
static void player_animate(void)
offset[1] *= -0.3f;
offset[2] *= 0.01f;
offset[1] *= -0.3f;
offset[2] *= 0.01f;
- offset[0]
= vg_clampf( offset[0], -0.8f, 0.8f
);
- offset[1]
= vg_clampf( offset[1], -0.5f, 0.0f
);
+ offset[0]
=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(player.fslide)*0.9f
);
+ offset[1]
=vg_clampf(offset[1],-0.5f,0.0f
);
/*
* Animation blending
/*
* Animation blending
@@
-245,7
+245,7
@@
static void player_animate(void)
skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
- float add_grab_mod = 1.0f - player.ffly*phys->grab;
+ float add_grab_mod = 1.0f - player.ffly
;//
*phys->grab;
/* additive effects */
{
/* additive effects */
{
@@
-274,7
+274,7
@@
static void player_animate(void)
skeleton_debug( &player.mdl.sk );
}
skeleton_debug( &player.mdl.sk );
}
-
static
void player_animate_death_cam(void)
+
VG_STATIC
void player_animate_death_cam(void)
{
v3f delta;
v3f head_pos;
{
v3f delta;
v3f head_pos;
@@
-300,14
+300,17
@@
static void player_animate_death_cam(void)
if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
v3_add( hit.pos, min_height, player.camera_pos );
if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
v3_add( hit.pos, min_height, player.camera_pos );
- player.camera_pos[1] =
- vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
+ if( world.water.enabled )
+ {
+ player.camera_pos[1] =
+ vg_maxf( world.water.height + 2.0f, player.camera_pos[1] );
+ }
player.angles[0] = atan2f( delta[0], -delta[2] );
player.angles[1] = -asinf( delta[1] );
}
player.angles[0] = atan2f( delta[0], -delta[2] );
player.angles[1] = -asinf( delta[1] );
}
-
static
void player_animate_camera(void)
+
VG_STATIC
void player_animate_camera(void)
{
struct player_phys *phys = &player.phys;
{
struct player_phys *phys = &player.phys;