vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
/* fov -- simple blend */
vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
/* fov -- simple blend */
- float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
- fov_walk = vg_lerpf( 90.0f, 110.0f, cl_fov );
+ float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
+ fov_walk = vg_lerpf( 90.0f, 110.0f, k_fov );
world_instance *world = player->viewable_world;
for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
world_instance *world = player->viewable_world;
for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
player->cam.fov = cam->fov;
v3_copy( cam->transform.co, player->cam.pos );
v3f v0;
player->cam.fov = cam->fov;
v3_copy( cam->transform.co, player->cam.pos );
v3f v0;
mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
else v3_sub( player->rb.co, cam->transform.co, v0 );
m3x3_mulv( player->invbasis, v0, v0 );
mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
else v3_sub( player->rb.co, cam->transform.co, v0 );
m3x3_mulv( player->invbasis, v0, v0 );
v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
v2f jlook;
v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
v2f jlook;
angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
float input_y = jlook[1] * vg.time_delta * 4.0f;
angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
float input_y = jlook[1] * vg.time_delta * 4.0f;
angles[1] += input_y * sensitivity;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
angles[1] += input_y * sensitivity;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );