void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board,
struct player_effects_data *effect_data );
void(*post_animate)(void);
+
void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
static i32 k_cinema_fixed = 0;
static f32 k_cinema = 0.0f;
static i32 k_invert_y = 0;
+static f32 k_cam_dist = 1.8f;
struct {
/* transform definition */
rigidbody rb;
v3f angles;
+ bool have_glider, glider_orphan;
+
/*
* Camera management
* ---------------------------
cam_velocity_constant,
cam_velocity_coefficient_smooth,
cam_velocity_constant_smooth,
- cam_velocity_influence_smooth;
+ cam_velocity_influence_smooth,
+ cam_dist,
+ cam_dist_smooth;
v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;