#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;
float cam_velocity_influence,
*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;
player_pose holdout_pose;
float holdout_time;
NULL
};
+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 );
+
/* implementation */
#include "player.c"
#include "player_skate.c"
#include "player_dead.c"
#include "player_drive.c"
+#include "player_render.c"
+#include "player_ragdoll.c"
#endif /* PLAYER_H */