now we're doing a bunch of them
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 43112f94cd7b12022b8f65dfd20472807d8cde75..29ae05068a284d85a2c5fd013571232ae6d6878a 100644 (file)
@@ -33,8 +33,8 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
    {
       /* construct plane equation for reciever gate */
       v4f plane;
-      v3_copy( player->gate_waiting->recv_to_world[2], plane );
-      plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
+      q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
+      plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
 
       /* check camera polarity */
       if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
@@ -42,6 +42,7 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
          vg_success( "Plane cleared\n" );
          player_apply_transport_to_cam( player->gate_waiting->transport );
          player->gate_waiting = NULL;
+         player->viewable_world = get_active_world();
       }
       else
       {
@@ -50,15 +51,6 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
          m4x3_invert_affine( player->gate_waiting->transport, inverse );
          m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
 
-#if 0
-         /* TODO: Find robust method for this */
-         v3f fwd_dir = { cosf(player->cam.angles[0]),
-                         0.0f,
-                         sinf(player->cam.angles[0])};
-         m3x3_mulv( inverse, fwd_dir, fwd_dir );
-         player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-#endif
-
          struct skeleton *sk = &player->playeravatar->sk;
          skeleton_apply_transform( sk, inverse );
       }