#include "player_common.h"
#include "player_walk.h"
#include "player_skate.h"
-//#include "player_dead.h"
+#include "player_dead.h"
struct player_instance
{
rigidbody rb;
v3f angles;
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+
/*
* Camera management
* ---------------------------
camera_mode;
float camera_type_blend;
-#if 0
- struct
- {
- v3f co, angles;
- }
- cam1, cam3;
-#endif
-
-#if 0
- v3f follow_pos,
- follow_angles,
- follow_pos_target,
- follow_angles_target,
- override_pos,
- override_angles,
- fpv_pos,
- fpv_angles,
- fpv_offset,
- fpv_offset_target;
-
- float cam_position_override_strength,
- cam_angles_override_strength,
- cam_land_punch,
- cam_land_punch_v;
-#endif
v3f fpv_offset, /* expressed relative to rigidbody */
tpv_offset,
*input_js2v,
*input_jump,
*input_push,
+ *input_trick0,
+ *input_trick1,
+ *input_trick2,
*input_walk,
*input_walkh,
*input_walkv,
struct player_ragdoll ragdoll;
vg_tex2d *playertex;
+ player_pose holdout_pose;
+ float holdout_time;
+
/*
* Subsystems
* -------------------------------------------------
struct player_skate _skate;
struct player_walk _walk;
- //struct player_dead _dead;
+ struct player_dead _dead;
};
/*
{
player__walk_update,
player__skate_update,
- NULL
+ player__dead_update,
};
VG_STATIC
{
player__walk_animate,
player__skate_animate,
- NULL
+ player__dead_animate
};
VG_STATIC
{
player__walk_post_animate,
player__skate_post_animate,
- NULL
+ player__dead_post_animate
};
/* implementation */
#include "player_common.c"
#include "player_walk.c"
#include "player_skate.c"
-//#include "player_dead.c"
+#include "player_dead.c"
#endif /* PLAYER_H */