full walk animator compression
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 1cd1bec67a2b323303cf9c798c2a45265a1a5ad4..78449ad1e04b2a80338948ccff385cccc4df7abb 100644 (file)
--- a/player.c
+++ b/player.c
@@ -8,6 +8,7 @@
 #include "world.h"
 #include "audio.h"
 #include "player_replay.h"
+#include "network.h"
 
 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
    ent_spawn *rp = NULL, *r;
@@ -113,9 +114,17 @@ static void player__post_update(void){
 /*
  * Applies gate transport to a player_interface
  */
-static void player__pass_gate( ent_gate *gate ){
-   world_routes_fracture( world_current_instance(), gate, 
-                          localplayer.rb.co, localplayer.rb.v );
+static void player__pass_gate( u32 id ){
+   world_instance *world = world_current_instance();
+
+   /* update boundary hash (network animation) */
+   u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
+   localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
+   localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
+   localplayer.boundary_hash |= index;
+
+   ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
+   world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
 
    localplayer.gate_waiting = gate;
    world_routes_activate_entry_gate( world_current_instance(), gate );
@@ -163,23 +172,6 @@ static void player_apply_transport_to_cam( m4x3f transport ){
    m4x4_mul( world_gates.cam.mtx.v,  transport_4, world_gates.cam.mtx.v );
 }
 
-#if 0
-__attribute__ ((deprecated))
-static void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
-{
-   v3_copy( angles, d );
-   return;
-
-   v3f fwd_dir = { cosf(angles[0]),
-                   0.0f,
-                   sinf(angles[0])};
-   m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-
-   v3_copy( angles, d );
-   d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-}
-#endif
-
 static void player__im_gui(void){
    if( !k_player_debug_info ) return;
 
@@ -262,6 +254,8 @@ static void player__spawn( ent_spawn *rp ){
 
    if( player_subsystems[ localplayer.subsystem ]->reset )
       player_subsystems[ localplayer.subsystem ]->reset( rp );
+
+   localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
 }