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the luxuries of a modern C compiler
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_skate.c
diff --git
a/player_skate.c
b/player_skate.c
index e208a49b6cf99aef08e6518060e3842e5e6a5b72..f2a1cd0feffda829eed9ed87d7cee6c8a899f7ed 100644
(file)
--- a/
player_skate.c
+++ b/
player_skate.c
@@
-55,7
+55,7
@@
VG_STATIC int skate_collide_smooth( player_instance *player,
m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
- world_instance *world =
get_active_world
();
+ world_instance *world =
world_current_instance
();
int len = 0;
len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
int len = 0;
len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
@@
-92,7
+92,7
@@
VG_STATIC int skate_grind_scansq( player_instance *player,
v3f pos, v3f dir, float r,
struct grind_info *inf )
{
v3f pos, v3f dir, float r,
struct grind_info *inf )
{
- world_instance *world =
get_active_world
();
+ world_instance *world =
world_current_instance
();
v4f plane;
v3_copy( dir, plane );
v4f plane;
v3_copy( dir, plane );
@@
-348,7
+348,7
@@
VG_STATIC int create_jumps_to_hit_target( player_instance *player,
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
- world_instance *world0 =
get_active_world
();
+ world_instance *world0 =
world_current_instance
();
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
@@
-502,7
+502,7
@@
void player__approximate_best_trajectory( player_instance *player )
m3x3_mul( gate->transport, basis, basis );
if( gate->type == k_gate_type_nonlocel ){
m3x3_mul( gate->transport, basis, basis );
if( gate->type == k_gate_type_nonlocel ){
- trace_world = &world_
global
.worlds[ gate->target ];
+ trace_world = &world_
static
.worlds[ gate->target ];
}
}
}
}
}
}
@@
-1320,7
+1320,7
@@
int skate_compute_surface_alignment( player_instance *player,
v3f surface_normal, v3f axel_dir )
{
struct player_skate *s = &player->_skate;
v3f surface_normal, v3f axel_dir )
{
struct player_skate *s = &player->_skate;
- world_instance *world =
get_active_world
();
+ world_instance *world =
world_current_instance
();
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
@@
-1533,7
+1533,7
@@
VG_STATIC int skate_point_visible( v3f origin, v3f target )
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world(
get_active_world
(), origin, dir, &ray ) )
+ if( ray_world(
world_current_instance
(), origin, dir, &ray ) )
return 0;
return 1;
return 0;
return 1;
@@
-2075,7
+2075,7
@@
VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
VG_STATIC void player__skate_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
VG_STATIC void player__skate_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- world_instance *world =
get_active_world
();
+ world_instance *world =
world_current_instance
();
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;