chaos pt 2
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 6ee3112b701165ff9a401c6ed1961d140d3f4fa5..63cd302d673f6f518db6e0130a1b88899ef14b01 100644 (file)
--- a/player.h
+++ b/player.h
@@ -36,7 +36,6 @@ struct player_cam_controller {
 struct player_subsystem_interface{
    void(*system_register)(void);
    void(*bind)(void);
-   void(*reset)( ent_spawn *rp );
    void(*pre_update)(void);
    void(*update)(void);
    void(*post_update)(void);
@@ -74,9 +73,11 @@ struct {
    rigidbody rb;
    v3f angles;
 
+#if 0
    v4f   qbasis;
    m3x3f basis, invbasis, basis_gate;
    world_instance *viewable_world;
+#endif
 
    /*
     * Camera management
@@ -115,7 +116,6 @@ struct {
     * --------------------------------------------------
     */
 
-   struct player_avatar  *playeravatar;
    struct player_ragdoll  ragdoll;
    struct player_model    fallback_model;
 
@@ -133,6 +133,27 @@ struct {
     */
 
    enum player_subsystem subsystem; /* .. prev */
+
+   /*
+    * Rendering
+    */
+   mdl_context skeleton_meta;
+   struct skeleton skeleton;
+
+   u32 id_hip,
+       id_chest,
+       id_ik_hand_l,
+       id_ik_hand_r,
+       id_ik_elbow_l,
+       id_ik_elbow_r,
+       id_head,
+       id_ik_foot_l,
+       id_ik_foot_r,
+       id_ik_knee_l,
+       id_ik_knee_r,
+       id_wheel_l,
+       id_wheel_r,
+       id_board;
 }
 static localplayer = {
    .rb = {
@@ -158,7 +179,6 @@ struct player_subsystem_interface static *player_subsystems[] = {
  */
 
 static void player__debugtext( int size, const char *fmt, ... );
-static void player__use_avatar( struct player_avatar *av );
 static void player__use_mesh( glmesh *mesh );
 static void player__use_texture( vg_tex2d *tex );
 static void player__use_model( u16 reg_id );
@@ -172,8 +192,9 @@ static void player__pass_gate( u32 id );
 static void player__im_gui(void);
 static void player__setpos( v3f pos );
 static void player__spawn( ent_spawn *rp );
+static void player__reset(void);
 static void player__kill(void);
-static void player__begin_holdout(void);
+static void player__begin_holdout( v3f offset );
 
 static int localplayer_cmd_respawn( int argc, const char *argv[] );
 static void player_apply_transport_to_cam( m4x3f transport );