joystick_state( k_srjoystick_steer, steer );
if( glider_physics( steer ) ){
+ vg_info( "player fell off due to glider hitting ground\n" );
player__dead_transition( k_player_die_type_generic );
localplayer.glider_orphan = 1;
}
static void player_glide_pose( void *_animator, player_pose *pose ){
struct skeleton *sk = &localplayer.skeleton;
struct player_glide_animator *animator = _animator;
+ pose->type = k_player_pose_type_ik;
+ pose->board.lean = 0.0f;
skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
- /* TODO: again the offset is wrong */
v3f temp;
- q_mulv( pose->root_q, (v3f){0,-0.5f,0}, temp );
-
+ q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
v3_add( animator->root_co, temp, pose->root_co );
+
v4_copy( animator->root_q, pose->root_q );
}
localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
}
+static void player_glide_animator_exchange( bitpack_ctx *ctx, void *data ){
+ struct player_glide_animator *animator = data;
+
+ bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+ bitpack_qquat( ctx, animator->root_q );
+}
+
static void player_glide_im_gui(void){
player__debugtext( 1, "Nothing here" );
player__debugtext( 1, " lift: %.2f %.2f %.2f",
player_glide.info_drag[2] );
}
+static int ccmd_player_glider_spawn( int argc, const char *argv[] ){
+ localplayer.have_glider = 1;
+ localplayer.glider_orphan = 0;
+ player_glide.t = -1.0f;
+ return 0;
+}
+
static void player_glide_bind(void){
u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
VG_VAR_F32( k_glide_balance, flags=mask );
VG_VAR_F32( k_glide_wing_orient, flags=mask );
+ vg_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn, NULL );
+
f32 mass = 0.0f,
k_density = 8.0f,
k_inertia_scale = 1.0f;
struct skeleton *sk = &localplayer.skeleton;
player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
-
void *alloc = vg_mem.rtmemory;
mdl_context *mdl = &player_glide.glider;
player__begin_holdout( (v3f){0,0,0} );
}
+/*
+ * TODO: more flexible way to call
+ * - this depends on the current state, but we need to pass a struct in
+ * that can hold that information instead so we can save it into
+ * the replay
+ */
static void player_glide_render( camera *cam, world_instance *world,
player_pose *pose ){
if( !((localplayer.subsystem == k_player_subsystem_glide) ||
+ (localplayer.observing_system == k_player_subsystem_glide) ||
localplayer.have_glider ||
localplayer.glider_orphan) )
return;
f32 target;
if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
else target = 0.0f;
- vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
+
+ /* TODO: TEMP */
+ if( skaterift.activity != k_skaterift_replay )
+ vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
mdl_keyframe kf_backpack;