/* Utility */
float vswitch, slip, slip_last, reverse;
- float grab, jump, pushing, push_time;
+ float grab, jump, pushing, push_time, rise;
v2f grab_mouse_delta;
int lift_frames;
int is_dead, death_tick_allowance, rewinding;
int rewind_sound_wait;
- v3f land_target;
-
- struct land_log
+ struct land_prediction
{
- v3f positions[50];
- u32 colour;
- int count;
- }
- land_log[22];
- int land_log_count;
+ v3f log[50];
+ v3f n;
+ u32 log_length;
+ float score;
+
+ enum prediction_type
+ {
+ k_prediction_none,
+ k_prediction_land,
+ k_prediction_grind
+ }
+ type;
+
+ u32 colour;
+ }
+ predictions[22];
+ u32 prediction_count;
v3f handl_target, handr_target,
handl, handr;
* -----------------------------------------------------------------------------
*/
-VG_STATIC void player_init(void) /* 1 */
+VG_STATIC void player_init(void) /* 1 */
{
player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
{
struct player_phys *phys = &player.phys;
+
+ {
+ v3f ra, rb, rx;
+ v3_copy( main_camera.pos, ra );
+ v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
+
+ float t;
+ if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
+ {
+ m4x3f mtx;
+ m3x3_identity( mtx );
+ v3_lerp( ra, rb, t, mtx[3] );
+
+ debug_sphere( mtx, 0.4f, 0xff00ff00 );
+
+ v3f x1;
+ v3_muladds( mtx[3], rx, 0.4f, x1 );
+ vg_line( mtx[3], x1, 0xffffffff );
+ }
+ }
+
+
+
+
+
+
+
+
if( player.rewinding )
return;
VG_STATIC void player_update_post(void)
{
- for( int i=0; i<player.land_log_count; i++ )
+ for( int i=0; i<player.prediction_count; i++ )
{
- struct land_log *log = &player.land_log[i];
+ struct land_prediction *p = &player.predictions[i];
- for( int j=0; j<log->count - 1; j ++ )
- vg_line( log->positions[j], log->positions[j+1], log->colour );
+ for( int j=0; j<p->log_length - 1; j ++ )
+ vg_line( p->log[j], p->log[j+1], p->colour );
+
+ vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
- vg_line_cross( log->positions[log->count-1], log->colour, 0.25f );
+ v3f p1;
+ v3_add( p->log[p->log_length-1], p->n, p1 );
+ vg_line( p->log[p->log_length-1], p1, 0xffffffff );
}
if( player.is_dead )