player_subsystems[ localplayer.subsystem ]->update();
}
-static void player__post_update(void){
+static void player__post_update(void)
+{
struct player_subsystem_interface *sys =
player_subsystems[ localplayer.subsystem ];
/*
* Applies gate transport to a player_interface
*/
-static void player__pass_gate( u32 id ){
+static void player__pass_gate( u32 id )
+{
world_instance *world = world_current_instance();
skaterift_record_frame( &skaterift.replay, 1 );
m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
- if( gate->flags & k_ent_gate_nonlocal ){
- /* FIXME: Code dupe with world_load.c */
- ent_spawn *rp = world_find_spawn_by_name( world, "start" );
- if( !rp ) rp = world_find_closest_spawn( world, (v3f){0.0f,0.0f,0.0f} );
- /* TODO: fallback to searching for a safe location using raycasts */
- assert(rp);
- v3_copy( rp->transform.co, world->player_co );
-
+ if( gate->flags & k_ent_gate_nonlocal )
+ {
+ world_default_spawn_pos( world, world->player_co );
world_static.active_instance = gate->target;
player__clean_refs();
replay_clear( &skaterift.replay );
}
- else {
+ else
+ {
world_routes_activate_entry_gate( world, gate );
}
audio_unlock();
}
-static void player_apply_transport_to_cam( m4x3f transport ){
+static void player_apply_transport_to_cam( m4x3f transport )
+{
/* Pre-emptively edit the camera matrices so that the motion vectors
* are correct */
m4x3f transport_i;
m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
}
-static void player__im_gui(void){
+static void player__im_gui(void)
+{
if( !k_player_debug_info ) return;
ui_rect box = {
}
};
-static void player__networked_sfx( u8 system, u8 priority, u8 id,
- v3f pos, f32 volume ){
- struct net_sfx null, *sfx = &null;
-
- if( localplayer.sfx_buffer_count < vg_list_size(localplayer.sfx_buffer) )
- sfx = &localplayer.sfx_buffer[ localplayer.sfx_buffer_count ++ ];
+static struct net_sfx *find_lower_priority_sfx( struct net_sfx *buffer, u32 len,
+ u32 *count, u8 priority ){
+ struct net_sfx *p_sfx = NULL;
+ if( *count < len ){
+ p_sfx = &buffer[ *count ];
+ *count = *count+1;
+ }
else {
- for( u32 i=0; i<vg_list_size(localplayer.sfx_buffer); i++ ){
- struct net_sfx *a = &localplayer.sfx_buffer[i];
+ for( u32 i=0; i<len; i++ ){
+ struct net_sfx *a = &buffer[i];
if( a->priority < priority ){
- sfx = a;
+ p_sfx = a;
break;
}
}
}
- sfx->id = id;
- sfx->priority = priority;
- sfx->volume = volume;
- v3_copy( pos, sfx->location );
- sfx->system = system;
+ return p_sfx;
+}
+static void player__networked_sfx( u8 system, u8 priority, u8 id,
+ v3f pos, f32 volume ){
+ struct net_sfx sfx,
+ *p_net = find_lower_priority_sfx(
+ localplayer.sfx_buffer, 4,
+ &localplayer.sfx_buffer_count, priority ),
+ *p_replay = find_lower_priority_sfx(
+ localplayer.local_sfx_buffer, 2,
+ &localplayer.local_sfx_buffer_count, priority );
+
+ sfx.id = id;
+ sfx.priority = priority;
+ sfx.volume = volume;
+ v3_copy( pos, sfx.location );
+ sfx.system = system;
+
+ /* we only care about subframe in networked sfx. local replays run at a
+ * high enough framerate. */
f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
- sfx->subframe = vg_clampf( t, 0.0f, 1.0f );
+ sfx.subframe = vg_clampf( t, 0.0f, 1.0f );
- net_sfx_play( sfx );
-}
+ if( p_net ) *p_net = sfx;
+ if( p_replay ) *p_replay = sfx;
-static void player__clear_sfx_buffer(void){
- localplayer.sfx_buffer_count = 0;
+ net_sfx_play( &sfx );
}
/* implementation */