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the pain is gone
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_walk.c
diff --git
a/player_walk.c
b/player_walk.c
index 4334473e63335f8dde25db931ccfb54727d238bc..1845906e2fe01263dbddebf14bed07c860d232f0 100644
(file)
--- a/
player_walk.c
+++ b/
player_walk.c
@@
-382,7
+382,10
@@
VG_STATIC void player__walk_update( player_instance *player )
m3x3_mulv( player->basis, forward_dir, forward_dir );
m3x3_mulv( player->basis, right_dir, right_dir );
m3x3_mulv( player->basis, forward_dir, forward_dir );
m3x3_mulv( player->basis, right_dir, right_dir );
- w->move_speed = v2_length( srinput.joy_steer );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ w->move_speed = v2_length( steer );
world_instance *world = get_active_world();
/*
world_instance *world = get_active_world();
/*
@@
-424,8
+427,9
@@
VG_STATIC void player__walk_update( player_instance *player )
*/
float accel_speed = 0.0f, nominal_speed = 0.0f;
v3f movedir;
*/
float accel_speed = 0.0f, nominal_speed = 0.0f;
v3f movedir;
- v3_muls( right_dir, srinput.joy_steer[0], movedir );
- v3_muladds( movedir, forward_dir, srinput.joy_steer[1], movedir );
+
+ v3_muls( right_dir, steer[0], movedir );
+ v3_muladds( movedir, forward_dir, steer[1], movedir );
if( w->state.activity == k_walk_activity_ground ){
v3_normalize( surface_avg );
if( w->state.activity == k_walk_activity_ground ){
v3_normalize( surface_avg );
@@
-433,7
+437,7
@@
VG_STATIC void player__walk_update( player_instance *player )
v3f tx, ty;
rb_tangent_basis( surface_avg, tx, ty );
v3f tx, ty;
rb_tangent_basis( surface_avg, tx, ty );
- if( v2_length2(s
rinput.joy_s
teer) > 0.001f ){
+ if( v2_length2(steer) > 0.001f ){
/* clip movement to the surface */
float d = v3_dot(surface_avg,movedir);
v3_muladds( movedir, surface_avg, -d, movedir );
/* clip movement to the surface */
float d = v3_dot(surface_avg,movedir);
v3_muladds( movedir, surface_avg, -d, movedir );
@@
-461,7
+465,7
@@
VG_STATIC void player__walk_update( player_instance *player )
nominal_speed = k_airspeed;
}
nominal_speed = k_airspeed;
}
- if( v2_length2( s
rinput.joy_s
teer ) > 0.001f ){
+ if( v2_length2( steer ) > 0.001f ){
player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
v3_normalize( movedir );
}
player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
v3_normalize( movedir );
}