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respawn UI
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_audio.c
diff --git
a/world_audio.c
b/world_audio.c
index facbcc46c5373db8ba6c14e2bb288a4f561d23c7..8a167e402b4889c753a2489be87eeead1a58c172 100644
(file)
--- a/
world_audio.c
+++ b/
world_audio.c
@@
-13,7
+13,7
@@
VG_STATIC void world_fadeout_audio( world_instance *world )
" audio.\n" );
}
" audio.\n" );
}
- u8 world_id = (world - world_static.
world
s) + 1;
+ u8 world_id = (world - world_static.
instance
s) + 1;
audio_lock();
for( u32 i=0; i<AUDIO_CHANNELS; i++ ){
audio_lock();
for( u32 i=0; i<AUDIO_CHANNELS; i++ ){
@@
-44,7
+44,8
@@
enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
world_instance *world = world_current_instance();
world_instance *world = world_current_instance();
- if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
+ if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact,
+ k_material_flag_ghosts ) ){
struct world_surface *mat = ray_hit_surface( world, &contact );
if( mat->info.surface_prop == k_surface_prop_grass){
struct world_surface *mat = ray_hit_surface( world, &contact );
if( mat->info.surface_prop == k_surface_prop_grass){
@@
-104,7
+105,8
@@
VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
float dist = 200.0f;
for( int i=0; i<10; i++ ){
float dist = 200.0f;
for( int i=0; i<10; i++ ){
- if( ray_world( world_current_instance(), rc, rd, &ray ) ){
+ if( ray_world( world_current_instance(), rc, rd, &ray,
+ k_material_flag_ghosts ) ){
dist = (float)i*5.0f + ray.dist;
break;
}
dist = (float)i*5.0f + ray.dist;
break;
}
@@
-115,7
+117,7
@@
VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
distances[si] = dist;
distances[si] = dist;
- if( vg_lines.draw ){
+ if( vg_
audio.debug_ui && vg_
lines.draw ){
for( int i=0; i<14; i++ ){
if( distances[i] != 200.0f ){
u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
for( int i=0; i<14; i++ ){
if( distances[i] != 200.0f ){
u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
@@
-127,7
+129,7
@@
VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
v3f p1;
v3_muladds( ro, sample_directions[i], distances[i], p1 );
vg_line( ro, p1, colour );
v3f p1;
v3_muladds( ro, sample_directions[i], distances[i], p1 );
vg_line( ro, p1, colour );
- vg_line_p
t3
( p1, 0.1f, colour );
+ vg_line_p
oint
( p1, 0.1f, colour );
}
}
}
}
}
}