#ifndef PLAYER_COMMON_C
#define PLAYER_COMMON_C
+#include "ent_skateshop.h"
#include "player.h"
#include "conf.h"
#include "input.h"
VG_STATIC void player_look( player_instance *player, v3f angles )
{
+ if( vg_ui.wants_mouse ) return;
+
angles[2] = 0.0f;
v2f mouse_input;
mouse_input[1] *= -1.0f;
v2_muladds( angles, mouse_input, 0.0025f, angles );
- angles[0] += srinput.joy_look[0] * vg.time_delta * 4.0f;
- float input_y = srinput.joy_look[1] * vg.time_delta * 4.0f;
+ v2f jlook;
+ joystick_state( k_srjoystick_look, jlook );
+
+ 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;
angles[1] += input_y;
-
angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
}
+struct player_board *player_get_player_board( struct player_instance *player )
+{
+ struct player_board *board = NULL;
+
+ if( localplayer.board_view_slot ){
+ struct dynamic_board *vs = localplayer.board_view_slot;
+ if( vs->state == k_dynamic_board_state_loaded ){
+ board = &vs->board;
+ }
+ }
+
+ return board;
+}
+
#endif /* PLAYER_COMMON_C */