inst->input_use = vg_create_named_input( "use", k_input_type_button );
inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
+ inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button );
+ inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button );
+ inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button );
const char *default_cfg[] =
{
"bind jump space",
"bind jump gp-a",
+ "bind trick0 mouse1",
+ "bind trick0 gp-a",
+ "bind trick1 mouse2",
+ "bind trick1 gp-b",
+ "bind trick2 gp-x", /* keyboard: m0 + m1 */
+
"bind push gp-b",
"bind push w",
{
skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
player->holdout_time, res.pose );
- player->holdout_time -= vg.frame_delta * 4.0f;
+ player->holdout_time -= vg.frame_delta * 2.0f;
}
skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
skeleton_apply_inverses( sk );
skeleton_apply_transform( sk, transform );
+
+#if 0
skeleton_debug( sk );
+#endif
}
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};
+ v3f vp0 = {0.0f,0.1f, 0.55f},
+ vp1 = {0.0f,0.1f,-0.55f};
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 );
vg_uictx.cursor[0] = vg.window_x;
+#if 0
player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0],
player->cam.pos[1],
player->cam.pos[2] );
+#endif
player__debugtext( 1, "%.2f %.2f %.2f (%.2f)",
player->cam.angles[0],
player->cam.angles[1],
player->cam.angles[2],
player->cam.fov);
- player__debugtext( 1, "C/K %.2f %.2f (%.2f)",
- player->cam_velocity_coefficient_smooth,
- player->cam_velocity_constant_smooth,
- player->cam_velocity_influence_smooth );
if( _player_im_gui[ player->subsystem ] )
_player_im_gui[ player->subsystem ]( player );
q_identity( player->rb.q );
rb_update_transform( &player->rb );
+ player->subsystem = k_player_subsystem_walk;
+
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );
}