#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;
/*
* 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 );
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;
if( player_subsystems[ localplayer.subsystem ]->reset )
player_subsystems[ localplayer.subsystem ]->reset( rp );
+
+ localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
}