#include "bvh.h"
VG_STATIC float
- k_walkspeed = 20.0f, /* no longer used */
+ k_walkspeed = 12.0f, /* no longer used */
k_runspeed = 20.0f,
k_board_radius = 0.3f,
k_board_length = 0.45f,
*input_emjs2v,
*input_jump,
*input_push,
- *input_walk,
+ *input_walkh,
+ *input_walkv,
*input_switch_mode,
*input_reset,
*input_grab;
/*
* Submodules
*/
+VG_STATIC void player_mouseview(void);
+
#include "player_physics.h"
#include "player_ragdoll.h"
#include "player_model.h"
player.input_emjs2v = vg_create_named_input( "kbgrab-v", k_input_type_axis );
player.input_jump = vg_create_named_input( "jump", k_input_type_button );
player.input_push = vg_create_named_input( "push", k_input_type_axis_norm );
- player.input_walk = vg_create_named_input( "walk", k_input_type_axis_norm );
+
+ player.input_walkh = vg_create_named_input( "walk-h",
+ k_input_type_axis );
+ player.input_walkv = vg_create_named_input( "walk-v",
+ k_input_type_axis );
+
+
player.input_switch_mode = vg_create_named_input( "switch-mode",
k_input_type_button );
player.input_reset = vg_create_named_input( "reset", k_input_type_button );
const char *default_cfg[] =
{
- "bind steer-h gp-ls-h",
"bind steer-h gp-ls-h",
"bind -steer-h a",
"bind +steer-h d",
"bind steer-v gp-ls-v",
- "bind -steer-v s",
- "bind +steer-v w",
+ "bind -steer-v w",
+ "bind +steer-v s",
"bind grab gp-rt",
"bind grab-h gp-rs-h",
"bind push gp-lt",
"bind +push shift",
-
- "bind walk gp-lt",
- "bind +walk w",
+
+ "bind walk-h gp-ls-h",
+ "bind walk-v gp-ls-v",
+ "bind +walk-h d",
+ "bind -walk-h a",
+ "bind +walk-v w",
+ "bind -walk-v s",
"bind reset gp-lb",
"bind reset r",
.data = &k_walkspeed,
.data_type = k_convar_dtype_f32,
.opt_f32 = { .clamp = 0 },
- .persistent = 1
+ .persistent = 0
});
vg_convar_push( (struct vg_convar){
}
}
+/*
+ * Free camera movement
+ */
+VG_STATIC void player_mouseview(void)
+{
+ if( ui_want_mouse() )
+ return;
+
+ v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
+ player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
+
/* Deal with input etc */
VG_STATIC void player_update_pre(void)
{
audio_unlock();
}
+
+ if( !phys->on_board )
+ player_mouseview();
}
VG_STATIC void player_update_fixed(void) /* 2 */