remove some scrap code
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index a43009158aa8baa0cfb0bcd9eb788c38ee325c07..0c727be4fe98b8cf9870e62525610f84d8dc0902 100644 (file)
--- a/player.c
+++ b/player.c
@@ -188,12 +188,10 @@ void player__pass_gate( player_instance *player, teleport_gate *gate )
 {
    player->gate_waiting = gate;
 
-   /* TODO: Add back other logic thats normally here */
-
-#if 0
-   m4x3_mulv( gate->transport, player->follow_pos, player->follow_pos );
-   gate_rotate_angles( gate, player->follow_angles, player->follow_angles );
-#endif
+   gate_rotate_angles( gate, player->angles, player->angles );
+   m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
+   m3x3_mulv( gate->transport, player->cam_velocity_smooth, 
+                               player->cam_velocity_smooth );
 }
 
 VG_STATIC void player__pre_render( player_instance *player )
@@ -222,6 +220,13 @@ VG_STATIC void player__pre_render( player_instance *player )
    if( _player_post_animate[ player->subsystem ] )
       _player_post_animate[ player->subsystem ]( player );
 
+   struct player_avatar *av = player->playeravatar;
+   v3f vp0 = {0.0f,0.1f, 0.6f},
+       vp1 = {0.0f,0.1f,-0.6f};
+
+   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
+   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+
    player__cam_iterate( player );
 }