player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
player.frun = vg_lerpf( player.frun,
- vg_get_axis("walk/push")*0.5f+0.5f,
+ player.walk *
+ (1.0f + player.input_walk->button.value*0.5f),
2.0f*vg.time_delta );
}
{
float dirz = phys->reverse > 0.0f? 0.0f: 1.0f,
dirx = phys->slip < 0.0f? 0.0f: 1.0f,
- fly = phys->in_air? 1.0f: 0.0f;
+ fly = (phys->in_air|phys->grind)? 1.0f: 0.0f;
player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
mdl_keyframe air_pose[32];
{
- float target = -vg_get_axis("lookh");
+ float target = -player.input_js1h->axis.value;
player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
/* Look angles */
v3_lerp( phys->vl, phys->rb.v, 0.05f, phys->vl );
+ player.fgrind = vg_lerpf( player.fgrind, phys->grind, vg.time_delta );
+
float yaw = atan2f( phys->vl[0], -phys->vl[2] ),
- pitch = atan2f( -phys->vl[1],
- sqrtf(
- phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
- )) * 0.7f;
+ pitch = atan2f
+ (
+ -phys->vl[1],
+ sqrtf
+ (
+ phys->vl[0]*phys->vl[0] + phys->vl[2]*phys->vl[2]
+ )
+ )
+ * 0.7f + vg_lerpf( 0.30f, 0.90f, player.fgrind );
player.angles[0] = yaw;
- player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
- player.fonboard );
+ player.angles[1] = vg_lerpf( player.angles[1], pitch, player.fonboard );
/* Camera shake */
static v2f shake_damp = {0.0f,0.0f};
else
{
float speed = vg.time_delta * k_look_speed;
+#if 0
player.angles[0] += vg_get_axis( "lookh" ) * speed;
player.angles[1] += vg_get_axis( "lookv" ) * speed;
player.angles[1] = vg_clampf( player.angles[1],
-k_pitch_limit, k_pitch_limit );
+#endif
float s = sinf(player.angles[0]) * 0.2f,
c = -cosf(player.angles[0]) * 0.2f;
m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
v3_add( cam_pos, forward_dir, player.camera_pos );
- v3_lerp( phys->vl, phys->rb.v, 0.3f, phys->vl );
+ v3_lerp( phys->vl, phys->rb.v, 18.0f*vg.time_delta, phys->vl );
}
}