struct player_drive *drive = &player->_drive;
drivable_vehicle *vehc = drive->vehicle;
- vehc->steer = vg_lerpf( vehc->steer, srinput.joy_steer[0] * 0.4f,
- k_rb_delta * 8.0f );
- vehc->drive = srinput.joy_steer[1];
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ vehc->steer = vg_lerpf( vehc->steer, steer[0] * 0.4f, k_rb_delta * 8.0f );
+ vehc->drive = steer[1];
}
VG_STATIC void player__drive_update( player_instance *player )
v3_copy( drive->vehicle->obj.rb.w, player->rb.w );
}
-VG_STATIC void player__drive_animate( player_instance *player,
- player_animation *dest )
-{
+VG_STATIC void player__drive_animate( player_instance *player ){}
+
+VG_STATIC void player__drive_pose( player_instance *player, player_pose *pose ){
struct player_drive *drive = &player->_drive;
struct skeleton *sk = &player->playeravatar->sk;
- skeleton_sample_anim( sk, drive->anim_drive, 0.0f, dest->pose );
- v3_copy( player->rb.co, dest->root_co );
- v4_copy( player->rb.q, dest->root_q );
+
+ skeleton_sample_anim( sk, drive->anim_drive, 0.0f, pose->keyframes );
+ v3_copy( player->rb.co, pose->root_co );
+ v4_copy( player->rb.q, pose->root_q );
}
VG_STATIC void player__drive_post_animate( player_instance *player )
{
- if( player->camera_mode == k_cam_firstperson )
+ if( player->cam_control.camera_mode == k_cam_firstperson )
player->cam_velocity_influence = 0.0f;
else
player->cam_velocity_influence = 1.0f;