#include "input.h"
#include "world.h"
#include "audio.h"
+#include "player_replay.h"
VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] )
{
m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
- if( gate->type == k_gate_type_nonlocel )
+ if( gate->flags & k_ent_gate_nonlocal )
world_static.active_world = gate->target;
- world_volumes.inside = 0;
-
audio_lock();
audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
audio_unlock();
+
+ replay_clear( &skaterift.replay );
}
VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
g_player_debugger[2] = 300;
g_player_debugger[3] = 32;
+ player__debugtext( 2, "world (%u)", world_static.active_world );
+ player__debugtext( 1, "model version: %u",
+ world_current_instance()->meta.info.version );
+
player__debugtext( 2, "director" );
player__debugtext( 1, "activity: %s",
(const char *[]){ [k_skaterift_menu] = "menu",
}
PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp ){
+ replay_clear( &skaterift.replay );
player__setpos( player, rp->transform.co );
v3_zero( player->rb.w );
q_identity( player->rb.q );
}
+PLAYER_API void player__begin_holdout( player_instance *player ){
+ memcpy( &player->holdout_pose, &player->pose, sizeof(player->pose) );
+ player->holdout_time = 1.0f;
+}
+
/* implementation */
#include "player_common.c"
#include "player_walk.c"