#include "audio.h"
#include "steam.h"
-VG_STATIC void ent_objective_pass( world_instance *world,
+static void ent_objective_pass( world_instance *world,
ent_objective *objective ){
if( objective->id_next ){
world_static.challenge_timer += objective->filter;
ent_objective_pass( world, next );
else{
vg_info( "pass challenge point\n" );
+ audio_lock();
audio_oneshot_3d( &audio_challenge[0], localplayer.rb.co,
30.0f, 1.0f );
+ audio_unlock();
}
}
else {
vg_success( "challenge win\n" );
+ audio_lock();
audio_oneshot( &audio_challenge[2], 1.0f, 0.0f );
+ audio_unlock();
world_static.challenge_target = NULL;
world_static.challenge_timer = 0.0f;
world_static.focused_entity = 0;
}
}
-VG_STATIC int ent_objective_check_filter( ent_objective *objective ){
+static int ent_objective_check_filter( ent_objective *objective ){
if( objective->filter ){
- struct player_skate_state *s = &localplayer._skate.state;
+ struct player_skate_state *s = &player_skate.state;
enum trick_type trick = s->trick_type;
u32 state = 0x00;
}
}
-VG_STATIC void ent_objective_call( world_instance *world, ent_call *call ){
+static void ent_objective_call( world_instance *world, ent_call *call ){
u32 index = mdl_entity_id_id( call->id );
ent_objective *objective = mdl_arritm( &world->ent_objective, index );
ent_objective_pass( world, objective );
}
else {
+ audio_lock();
audio_oneshot_3d( &audio_challenge[6], localplayer.rb.co,
30.0f, 1.0f );
+ audio_unlock();
vg_error( "challenge failed\n" );
world_static.challenge_target = NULL;
world_static.challenge_timer = 0.0f;