PLAYER_API
void player__bind( player_instance *player )
{
- player__skate_bind( player );
- player__walk_bind( player );
+ for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
+ if( _player_bind[i] )
+ _player_bind[i]( player );
+ }
}
/*
PLAYER_API
void player__pass_gate( player_instance *player, ent_gate *gate )
{
+ world_routes_fracture( get_active_world(), gate,
+ player->rb.co, player->rb.v );
+
player->gate_waiting = gate;
world_routes_activate_entry_gate( get_active_world(), gate );
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 );
+ struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
if( player->rewinding ){
if( player->rewind_time <= 0.0f ){
player->rewind_total_length = 0.0f;
player->rewind_accum = 0.0f;
world_global.sky_target_rate = 1.0;
- world_global.last_use = world_global.time;
+ world_global.time = world_global.last_use;
}
else{
world_global.sky_target_rate = -100.0;
float budget = vg.time_delta,
overall_length = player->rewind_length;
-#if 0
- world_routes_rollback_time( player.rewind_time / overall_length );
-#endif
-
for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
/* Interpolate frames */
int i0 = floorf( player->rewind_time ),
float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
subl = vg_fractf( player->rewind_time ) + 0.001f,
- sramp= 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
+ sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
speed = sramp*28.0f + 0.5f*player->rewind_time,
mod = speed * (budget / dist),