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some niceer ui stuff
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_common.c
diff --git
a/player_common.c
b/player_common.c
index 8314048fa3ec953cd79d72ffcb260ebc0132807e..3711405226dc0bc4fa88a144fb1f7e73ce758474 100644
(file)
--- a/
player_common.c
+++ b/
player_common.c
@@
-40,8
+40,10
@@
VG_STATIC void player_camera_portal_correction( player_instance *player )
q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
+ f32 pol = v3_dot( player->cam.pos, plane ) - plane[3];
+
/* check camera polarity */
/* check camera polarity */
- if(
v3_dot( player->cam.pos, plane ) < plane[3]
) {
+ if(
(pol < 0.0f) || (pol > 5.0f)
) {
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
vg_success( "Plane cleared\n" );
player_apply_transport_to_cam( player->gate_waiting->transport );
player->gate_waiting = NULL;
@@
-264,27
+266,24
@@
VG_STATIC void player__cam_iterate( player_instance *player ){
player_camera_portal_correction( player );
}
player_camera_portal_correction( player );
}
-VG_STATIC void player_look( player_instance *player, v3f angles )
-{
+VG_STATIC void player_look( v3f angles, float speed ){
if( vg_ui.wants_mouse ) return;
if( vg_ui.wants_mouse ) return;
- float sensitivity = skaterift.time_rate;
-
angles[2] = 0.0f;
v2f mouse_input;
v2_copy( vg.mouse_delta, mouse_input );
if( k_invert_y ) mouse_input[1] *= -1.0f;
angles[2] = 0.0f;
v2f mouse_input;
v2_copy( vg.mouse_delta, mouse_input );
if( k_invert_y ) mouse_input[1] *= -1.0f;
- v2_muladds( angles, mouse_input, 0.0025f * s
ensitivity
, angles );
+ v2_muladds( angles, mouse_input, 0.0025f * s
peed
, angles );
v2f jlook;
joystick_state( k_srjoystick_look, jlook );
v2f jlook;
joystick_state( k_srjoystick_look, 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_
frame_delta * 4.0f * speed
;
+ float input_y = jlook[1] * vg.time_
frame_
delta * 4.0f;
if( k_invert_y ) input_y *= -1.0f;
if( k_invert_y ) input_y *= -1.0f;
- angles[1] += input_y * s
ensitivity
;
+ angles[1] += input_y * s
peed
;
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}