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the luxuries of a modern C compiler
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_ragdoll.c
diff --git
a/player_ragdoll.c
b/player_ragdoll.c
index a7e3e7569dae27d7eb413ade9c91a85b96cc2f1f..aabf6f9fe37eefdb1e545b61b93f8777a1654a53 100644
(file)
--- a/
player_ragdoll.c
+++ b/
player_ragdoll.c
@@
-66,7
+66,7
@@
VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
}
else{
vg_warn( "type: %u\n", bone->collider );
}
else{
vg_warn( "type: %u\n", bone->collider );
- vg_fatal_e
xit_loop
( "Invalid bone collider type" );
+ vg_fatal_e
rror
( "Invalid bone collider type" );
}
m4x3_invert_affine( rp->collider_mtx, rp->inv_collider_mtx );
}
m4x3_invert_affine( rp->collider_mtx, rp->inv_collider_mtx );
@@
-89,7
+89,7
@@
VG_STATIC u32 ragdoll_bone_parent( struct player_ragdoll *rd,
if( rd->parts[ j ].bone_id == bone_id )
return j;
if( rd->parts[ j ].bone_id == bone_id )
return j;
- vg_fatal_e
xit_loop
( "Referenced parent bone does not have a rigidbody" );
+ vg_fatal_e
rror
( "Referenced parent bone does not have a rigidbody" );
return 0;
}
return 0;
}
@@
-117,7
+117,7
@@
VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd,
continue;
if( rd->part_count > vg_list_size(rd->parts) )
continue;
if( rd->part_count > vg_list_size(rd->parts) )
- vg_fatal_e
xit_loop
( "Playermodel has too many colliders" );
+ vg_fatal_e
rror
( "Playermodel has too many colliders" );
struct ragdoll_part *rp = &rd->parts[ rd->part_count ++ ];
rp->bone_id = i;
struct ragdoll_part *rp = &rd->parts[ rd->part_count ++ ];
rp->bone_id = i;
@@
-269,7
+269,7
@@
VG_STATIC void player_debug_ragdoll(void)
*/
VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
{
*/
VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
{
- world_instance *world =
get_active_world
();
+ world_instance *world =
world_current_instance
();
int run_sim = 0;
ragdoll_frame ++;
int run_sim = 0;
ragdoll_frame ++;
@@
-446,7
+446,7
@@
VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
if( stress ){
temp_filter = 20;
audio_lock();
if( stress ){
temp_filter = 20;
audio_lock();
- audio_oneshot_3d( &audio_hits[
rand
()%5], stress->co, 20.0f, 1.0f );
+ audio_oneshot_3d( &audio_hits[
vg_randu32
()%5], stress->co, 20.0f, 1.0f );
audio_unlock();
}
}
audio_unlock();
}
}