update vg
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index f058b56569ac2bb9b7aa4c20c7a6e192fb6545b5..21d52aa76871c6f978d10f3bda4334ae614e5671 100644 (file)
@@ -89,17 +89,17 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    player->cam_velocity_influence_smooth = vg_lerpf(
          player->cam_velocity_influence_smooth, 
          player->cam_velocity_influence,
-         vg.frame_delta * 8.0f );
+         vg.time_frame_delta * 8.0f );
 
    player->cam_velocity_coefficient_smooth = vg_lerpf(
          player->cam_velocity_coefficient_smooth,
          player->cam_velocity_coefficient,
-         vg.frame_delta * 8.0f );
+         vg.time_frame_delta * 8.0f );
 
    player->cam_velocity_constant_smooth = vg_lerpf(
          player->cam_velocity_constant_smooth,
          player->cam_velocity_constant,
-         vg.frame_delta * 8.0f );
+         vg.time_frame_delta * 8.0f );
 
    enum camera_mode target_mode = player->camera_mode;
 
@@ -109,16 +109,16 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    player->camera_type_blend = 
       vg_lerpf( player->camera_type_blend, 
                 (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
-                5.0f * vg.frame_delta );
+                5.0f * vg.time_frame_delta );
 
    v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
-         vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+         vg.time_frame_delta * 8.0f, player->fpv_viewpoint_smooth );
 
    v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
-         vg.frame_delta * 8.0f, player->fpv_offset_smooth );
+         vg.time_frame_delta * 8.0f, player->fpv_offset_smooth );
 
    v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
-         vg.frame_delta * 8.0f, player->tpv_offset_smooth );
+         vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
 
    /* fov -- simple blend */
    float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
@@ -139,7 +139,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
 
    /* angles */
    v3f velocity_angles;
-   v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta, 
+   v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta, 
             player->cam_velocity_smooth );
 
    v3f velocity_local;
@@ -167,7 +167,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
     * it is done in the local basis then transformed back */
 
    v3f future;
-   v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
+   v3_muls( player->rb.v, 0.4f*vg.time_frame_delta, future );
    m3x3_mulv( player->invbasis, future, future );
 
    v3f camera_follow_dir = 
@@ -193,7 +193,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3f pco;
    v4f pq;
    rb_extrapolate( &player->rb, pco, pq );
-   v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
+   v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
 
    /* now move into world */
 
@@ -213,8 +213,8 @@ VG_STATIC void player__cam_iterate( player_instance *player )
 
    float Fd = -player->cam_land_punch_v * k_cam_damp,
          Fs = -player->cam_land_punch   * k_cam_spring;
-   player->cam_land_punch   += player->cam_land_punch_v * vg.frame_delta;
-   player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
+   player->cam_land_punch   += player->cam_land_punch_v * vg.time_frame_delta;
+   player->cam_land_punch_v += ( Fd + Fs ) * vg.time_frame_delta;
    player->cam.angles[1] += player->cam_land_punch;
 
    /* override camera */