#ifndef PLAYER_H
#define PLAYER_H
-#include "player_api.h"
-
+#include "player_ragdoll.h"
+#include "player_render.h"
+#include "player_model.h"
#include "player_common.h"
#include "player_walk.h"
#include "player_skate.h"
cam_velocity_smooth;
v3f cam_override_pos;
- v2f cam_override_angles;
+ v3f cam_override_angles;
+ float cam_override_fov;
float cam_override_strength;
+ f32 cam_trackshake;
float cam_velocity_influence,
cam_velocity_coefficient,
cam_velocity_constant,
cam_velocity_coefficient_smooth,
cam_velocity_constant_smooth,
- cam_velocity_influence_smooth,
- cam_land_punch,
- cam_land_punch_v;
+ cam_velocity_influence_smooth;
+
+ v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;
- /*
- * Input
- * --------------------------------
- */
- struct input_binding *input_js1h,
- *input_js1v,
- *input_js2h,
- *input_js2v,
- *input_jump,
- *input_push,
- *input_trick0,
- *input_trick1,
- *input_trick2,
- *input_walk,
- *input_walkh,
- *input_walkv,
- *input_use,
- *input_reset,
- *input_grab,
- *input_camera;
+ int immobile;
/*
* Animation
*/
struct player_avatar *playeravatar;
- glmesh *playermesh;
+ struct player_model *playermodel;
struct player_ragdoll ragdoll;
- vg_tex2d *playertex;
+ //struct player_board *board;
+ struct cache_board *board_view_slot;
player_pose holdout_pose;
float holdout_time;
struct player_walk _walk;
struct player_dead _dead;
struct player_drive _drive;
-};
+}
+static localplayer;
/*
* Gameloop tables
NULL
};
-VG_STATIC void player_init(void)
-{
- for( u32 i=0; i<vg_list_size(_player_system_register); i++ ){
- if( _player_system_register[i] )
- _player_system_register[i]();
- }
-}
-
-/* implementation */
-
-#include "player.c"
-#include "player_common.c"
-#include "player_walk.c"
-#include "player_skate.c"
-#include "player_dead.c"
-#include "player_drive.c"
+PLAYER_API void player__debugtext( int size, const char *fmt, ... );
+PLAYER_API void player__create( player_instance *inst );
+PLAYER_API void player__use_avatar( player_instance *player,
+ struct player_avatar *av );
+PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
+PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
+PLAYER_API void player__bind( player_instance *player );
+PLAYER_API void player__pre_update( player_instance *player );
+PLAYER_API void player__update( player_instance *player );
+PLAYER_API void player__post_update( player_instance *player );
+
+PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
+PLAYER_API void player__im_gui( player_instance *player );
+PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
+PLAYER_API void player__kill( player_instance *player );
+
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
#endif /* PLAYER_H */