#include "skaterift.h"
#include "player_common.h"
#include "network_compression.h"
+#include "player_effects.h"
enum player_subsystem{
k_player_subsystem_walk = 0,
k_player_subsystem_skate = 1,
k_player_subsystem_dead = 2,
k_player_subsystem_drive = 3,
+ k_player_subsystem_basic_info = 4,
k_player_subsystem_max,
k_player_subsystem_invalid = 255
};
struct player_subsystem_interface{
void(*system_register)(void);
void(*bind)(void);
- void(*reset)( ent_spawn *rp );
void(*pre_update)(void);
void(*update)(void);
void(*post_update)(void);
void(*im_gui)(void);
void(*animate)(void);
void(*pose)( void *animator, player_pose *pose );
+ 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 );
+ void(*sfx_comp)(void *animator);
+ void(*sfx_kill)(void);
+
void *animator_data;
u32 animator_size;
#include "player_ragdoll.h"
#include "player_render.h"
#include "player_model.h"
+
+/* subsystem headers */
#include "player_walk.h"
#include "player_skate.h"
#include "player_dead.h"
#include "player_drive.h"
+#include "player_basic_info.h"
+
#include "player_replay.h"
#define PLAYER_REWIND_FRAMES 60*4
rigidbody rb;
v3f angles;
- v4f qbasis;
- m3x3f basis, invbasis, basis_gate;
- world_instance *viewable_world;
-
/*
* Camera management
* ---------------------------
v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;
+ int deferred_frame_record;
+
int immobile;
+ int rewinded_since_last_gate;
+
/*
* Network
* --------------------------------------------------
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
struct player_ragdoll ragdoll;
struct player_model fallback_model;
+ struct player_board fallback_board;
u16 board_view_slot, playermodel_view_slot;
* -------------------------------------------------
*/
- 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;
+ 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;
}
static localplayer = {
.rb = {
[k_player_subsystem_walk] = &player_subsystem_walk,
[k_player_subsystem_dead] = &player_subsystem_dead,
[k_player_subsystem_drive] = &player_subsystem_drive,
- [k_player_subsystem_skate] = &player_subsystem_skate
+ [k_player_subsystem_skate] = &player_subsystem_skate,
+ [k_player_subsystem_basic_info]=&player_subsystem_basic_info,
};
/*
static void player__im_gui(void);
static void player__setpos( v3f pos );
static void player__spawn( ent_spawn *rp );
+static void player__clean_refs(void);
+static void player__reset(void);
static void player__kill(void);
static void player__begin_holdout( v3f offset );