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add logs for fall off reason
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_skate.c
diff --git
a/player_skate.c
b/player_skate.c
index d9b9c04626e50907e60884495a70484203f6c19a..cbf43ec36fc57837463f29be2d6ffd43195248f3 100644
(file)
--- a/
player_skate.c
+++ b/
player_skate.c
@@
-765,6
+765,7
@@
static void skate_apply_trick_model(void){
if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
state->trick_time > 0.2f)
{
if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
state->trick_time > 0.2f)
{
+ vg_info( "player fell off due to lack of skill\n" );
player__dead_transition( k_player_die_type_feet );
}
player__dead_transition( k_player_die_type_feet );
}
@@
-2208,6
+2209,7
@@
static void player__skate_update(void){
if( world->water.enabled ){
if( localplayer.rb.co[1]+0.25f < world->water.height ){
if( world->water.enabled ){
if( localplayer.rb.co[1]+0.25f < world->water.height ){
+ vg_info( "player fell off due to being in water\n" );
player__networked_sfx( k_player_subsystem_walk, 32,
k_player_walk_soundeffect_splash,
localplayer.rb.co, 1.0f );
player__networked_sfx( k_player_subsystem_walk, 32,
k_player_walk_soundeffect_splash,
localplayer.rb.co, 1.0f );
@@
-2491,6
+2493,7
@@
begin_collision:;
v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
rb_update_matrices( &localplayer.rb );
v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
rb_update_matrices( &localplayer.rb );
+ vg_info( "player fell of due to hitting head\n" );
player__dead_transition( k_player_die_type_head );
return;
}
player__dead_transition( k_player_die_type_head );
return;
}
@@
-2656,6
+2659,7
@@
begin_collision:;
f32 nforce = v3_length(normal_total);
if( nforce > 4.0f ){
if( nforce > 17.6f ){
f32 nforce = v3_length(normal_total);
if( nforce > 4.0f ){
if( nforce > 17.6f ){
+ vg_info( "player fell off due to hitting ground too hard\n" );
v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
player__dead_transition( k_player_die_type_feet );
return;
v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
player__dead_transition( k_player_die_type_feet );
return;