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add one shots to replay buffer
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_skate.h
diff --git
a/player_skate.h
b/player_skate.h
index 04978ae6692610f99e6d6102e939ce2d7b2809fd..4118fd63f8552b8c8647c69225772db21d744a7b 100644
(file)
--- a/
player_skate.h
+++ b/
player_skate.h
@@
-12,6
+12,7
@@
struct player_skate{
k_skate_activity_air,
k_skate_activity_air_to_grind,
k_skate_activity_ground,
k_skate_activity_air,
k_skate_activity_air_to_grind,
k_skate_activity_ground,
+ k_skate_activity_handplant,
k_skate_activity_undefined,
k_skate_activity_grind_any,
k_skate_activity_grind_boardslide,
k_skate_activity_undefined,
k_skate_activity_grind_any,
k_skate_activity_grind_boardslide,
@@
-80,6
+81,10
@@
struct player_skate{
v4f smoothed_rotation;
f32 velocity_limit, grind_y_start, skid;
v4f smoothed_rotation;
f32 velocity_limit, grind_y_start, skid;
+ f32 handplant_t;
+
+ v3f store_cog_v, store_cog, store_co;
+ v4f store_smoothed, store_q;
}
state;
}
state;
@@
-122,11
+127,12
@@
struct player_skate{
f32 jump_charge;
f32 jump_charge;
- /* linear anims */
- f32 push_time, jump_time;
+ /* linear anims. TODO: we can union a bunch of variables here depending
+ * on activity. */
+ f32 push_time, jump_time, handplant_t;
u8 jump_dir;
u8 jump_dir;
- u8 trick_type;
- u8 activity;
+ u8 trick_type;
/* todo: should encode grind type */
+ u8 activity
, surface
;
}
animator;
}
animator;
@@
-136,7
+142,8
@@
struct player_skate{
*anim_air, *anim_grind, *anim_grind_jump,
*anim_push, *anim_push_reverse,
*anim_ollie, *anim_ollie_reverse,
*anim_air, *anim_grind, *anim_grind_jump,
*anim_push, *anim_push_reverse,
*anim_ollie, *anim_ollie_reverse,
- *anim_grabs, *anim_stop;
+ *anim_grabs, *anim_stop,
+ *anim_handplant;
/* vectors representing the direction of the axels in localspace */
v3f truckv0[2];
/* vectors representing the direction of the axels in localspace */
v3f truckv0[2];
@@
-262,7
+269,8
@@
static float
k_board_end_radius = 0.1f,
k_board_radius = 0.14f, /* 0.07 */
k_board_end_radius = 0.1f,
k_board_radius = 0.14f, /* 0.07 */
- k_grind_balance = -40.0f;
+ k_grind_balance = -40.0f,
+ k_anim_transition = 0.12f;
static void player__skate_register(void){
VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
static void player__skate_register(void){
VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
@@
-291,6
+299,7
@@
static void player__skate_register(void){
VG_VAR_F32( k_mmcollect_vert, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmdecay, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmthrow_steer, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmcollect_vert, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmdecay, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmthrow_steer, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_anim_transition, flags=VG_VAR_CHEAT );
}
static void player__skate_bind (void);
}
static void player__skate_bind (void);
@@
-310,6
+319,8
@@
static void player__skate_sfx_oneshot ( u8 id, v3f pos, f32 volume );
static void player__skate_clear_mechanics(void);
static void player__skate_reset_animator(void);
static void player__approximate_best_trajectory(void);
static void player__skate_clear_mechanics(void);
static void player__skate_reset_animator(void);
static void player__approximate_best_trajectory(void);
+static void player__skate_comp_audio( void *animator );
+static void player__skate_kill_audio(void);
struct player_subsystem_interface static player_subsystem_skate = {
.system_register = player__skate_register,
struct player_subsystem_interface static player_subsystem_skate = {
.system_register = player__skate_register,
@@
-324,6
+335,8
@@
struct player_subsystem_interface static player_subsystem_skate = {
.post_animate = player__skate_post_animate,
.network_animator_exchange = player__skate_animator_exchange,
.sfx_oneshot = player__skate_sfx_oneshot,
.post_animate = player__skate_post_animate,
.network_animator_exchange = player__skate_animator_exchange,
.sfx_oneshot = player__skate_sfx_oneshot,
+ .sfx_comp = player__skate_comp_audio,
+ .sfx_kill = player__skate_kill_audio,
.animator_data = &player_skate.animator,
.animator_size = sizeof(player_skate.animator),
.animator_data = &player_skate.animator,
.animator_size = sizeof(player_skate.animator),