void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
+ void(*sfx_comp)(void *animator);
+ void(*sfx_kill)(void);
+
void *animator_data;
u32 animator_size;
v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;
+ int deferred_frame_record;
+
int immobile;
int rewinded_since_last_gate;
f32 subframe, volume;
v3f location;
}
- sfx_buffer[4];
- u32 sfx_buffer_count;
+ sfx_buffer[4], /* large timeframe 1/10s; for networking */
+ local_sfx_buffer[2]; /* per framerate 1/30s; for replay */
+ u32 sfx_buffer_count,
+ local_sfx_buffer_count;
/*
* Animation
* -------------------------------------------------
*/
- enum player_subsystem subsystem; /* .. prev */
+ enum player_subsystem subsystem,
+ observing_system;
/*
* 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,
- id_eyes;
+ u8 id_hip,
+ id_chest,
+ id_ik_hand_l,
+ id_ik_hand_r,
+ id_ik_elbow_l,
+ id_ik_elbow_r,
+ id_head,
+ id_foot_l,
+ id_foot_r,
+ id_ik_foot_l,
+ id_ik_foot_r,
+ id_ik_knee_l,
+ id_ik_knee_r,
+ id_wheel_l,
+ id_wheel_r,
+ id_board,
+ id_eyes,
+ id_world;
+
+ u8 skeleton_mirror[32];
struct player_effects_data effect_data;
}
[k_player_subsystem_dead] = &player_subsystem_dead,
[k_player_subsystem_drive] = &player_subsystem_drive,
[k_player_subsystem_skate] = &player_subsystem_skate,
- [k_player_subsystem_basic_info]=&player_subsystem_basic_info
+ [k_player_subsystem_basic_info]=&player_subsystem_basic_info,
};
/*