some niceer ui stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 2ebec6c07c34c857abd3321044048c0710110ff6..3711405226dc0bc4fa88a144fb1f7e73ce758474 100644 (file)
@@ -40,8 +40,10 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
       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] );
 
+      f32 pol = v3_dot( player->cam.pos, plane ) - plane[3];
+
       /* check camera polarity */
-      if( v3_dot( player->cam.pos, plane ) < plane[3] ) {
+      if( (pol < 0.0f) || (pol > 5.0f) ) {
          vg_success( "Plane cleared\n" );
          player_apply_transport_to_cam( player->gate_waiting->transport );
          player->gate_waiting = NULL;
@@ -232,19 +234,6 @@ VG_STATIC void player__cam_iterate( player_instance *player ){
                player->cam_land_punch_v );
    v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
 
-   /* override camera */
-   player->cam.angles[0] = 
-      vg_alerpf(  player->cam.angles[0], player->cam_override_angles[0], 
-                  player->cam_override_strength );
-   player->cam.angles[1] = 
-      vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1], 
-                 player->cam_override_strength );
-   v3_lerp( player->cam.pos, player->cam_override_pos, 
-            player->cam_override_strength, player->cam.pos );
-   player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov, 
-                               player->cam_override_strength );
-
-
    if( k_cinema >= 0.0001f ){
       ent_camera *cam = NULL;
       f32 min_dist = k_cinema;
@@ -277,27 +266,24 @@ VG_STATIC void player__cam_iterate( player_instance *player ){
    player_camera_portal_correction( player );
 }
 
-VG_STATIC void player_look( player_instance *player, v3f angles )
-{
+VG_STATIC void player_look( v3f angles, float speed ){
    if( vg_ui.wants_mouse ) return;
 
-   float sensitivity = skaterift.time_rate;
-
    angles[2] = 0.0f;
 
    v2f mouse_input;
    v2_copy( vg.mouse_delta, mouse_input );
    if( k_invert_y ) mouse_input[1] *= -1.0f;
-   v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
+   v2_muladds( angles, mouse_input, 0.0025f * speed, angles );
 
    v2f jlook;
    joystick_state( k_srjoystick_look, jlook );
 
-   angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
-   float input_y = jlook[1] * vg.time_delta * 4.0f;
+   angles[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed;
+   float input_y = jlook[1] * vg.time_frame_delta * 4.0f;
    if( k_invert_y ) input_y *= -1.0f;
 
-   angles[1] += input_y * sensitivity;
+   angles[1] += input_y * speed;
    angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
 }