my fucking fingers
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 4991d231a31f00671635c154c246f9d0b1643e87..5c5dda1fef5554398698b41437e16246688a9fca 100644 (file)
@@ -1,8 +1,10 @@
 #ifndef PLAYER_COMMON_C
 #define PLAYER_COMMON_C
 
+#include "ent_skateshop.h"
 #include "player.h"
 #include "conf.h"
+#include "input.h"
 
 VG_STATIC float
    k_cam_spring            = 20.0f,
@@ -235,6 +237,8 @@ VG_STATIC void player__cam_iterate( player_instance *player )
 
 VG_STATIC void player_look( player_instance *player, v3f angles )
 {
+   if( vg_ui.wants_mouse ) return;
+
    angles[2] = 0.0f;
 
    v2f mouse_input;
@@ -243,41 +247,30 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
       mouse_input[1] *= -1.0f;
    v2_muladds( angles, mouse_input, 0.0025f, angles );
 
-   if( vg_input.controller_should_use_trackpad_look ){
-      static v2f last_input;
-      static v2f vel;
-      static v2f vel_smooth;
-
-      v2f input = { player->input_js2h->axis.value,
-                    player->input_js2v->axis.value };
+   v2f jlook;
+   joystick_state( k_srjoystick_look, jlook );
 
-      if( cl_invert_y )
-         input[1] *= -1.0f;
-
-      if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ){
-         v2_sub( input, last_input, vel );
-         v2_muls( vel, 1.0f/vg.time_delta, vel );
-      }
-      else{
-         v2_zero( vel );
-      }
+   angles[0] += jlook[0] * vg.time_delta * 4.0f;
+   float input_y = jlook[1] * vg.time_delta * 4.0f;
+   if( cl_invert_y )
+      input_y *= -1.0f;
 
-      v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
-      
-      v2_muladds( angles, vel_smooth, vg.time_delta, angles );
-      v2_copy( input, last_input );
-   }
-   else{
-      angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
+   angles[1] += input_y;
+   angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
 
-      float input_y = player->input_js2v->axis.value * vg.time_delta * 4.0f;
-      if( cl_invert_y )
-         input_y *= -1.0f;
+struct player_board *player_get_player_board( struct player_instance *player )
+{
+   struct player_board *board = NULL;
 
-      angles[1] += input_y;
+   if( localplayer.board_view_slot ){
+      struct dynamic_board *vs = localplayer.board_view_slot;
+      if( vs->state == k_dynamic_board_state_loaded ){
+         board = &vs->board;
+      }
    }
 
-   angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+   return board;
 }
 
 #endif /* PLAYER_COMMON_C */