-#ifndef PLAYER_GLIDE_H
-#define PLAYER_GLIDE_H
-
+#pragma once
#include "player.h"
+#include "player_render.h"
+#include "trail.h"
-struct player_glide {
- struct skeleton_anim *anim_temp;
+struct player_glide
+{
+ struct skeleton_anim *anim_glide;
- struct player_glide_animator {
+ struct player_glide_animator
+ {
v3f root_co;
v4f root_q;
}
animator;
+ /* this sucks */
+ struct remote_glider_animator
+ {
+ v3f root_co;
+ v4f root_q;
+ f32 s;
+ }
+ remote_animator;
+
v3f info_lift,
info_slip,
info_drag;
u32 ticker;
+
+ rigidbody rb;
+
+ f32 t;
+
+ struct {
+ v3f co, euler;
+ m4x3f mdl;
+
+ union {
+ rb_capsule inf;
+ f32 r;
+ };
+
+ enum rb_shape shape;
+ bool is_damage;
+ }
+ parts[4];
+
+ u32 trail_count;
+ v3f trail_positions[2];
+
+ mdl_context glider;
}
-static player_glide;
-
-static void player_glide_pre_update(void);
-static void player_glide_update(void);
-static void player_glide_post_update(void);
-static void player_glide_animate(void);
-static void player_glide_pose( void *animator, player_pose *pose );
-
-static void player_glide_post_animate(void);
-static void player_glide_im_gui(void);
-static void player_glide_bind(void);
-
-struct player_subsystem_interface static player_subsystem_glide = {
- .pre_update = player_glide_pre_update,
- .update = player_glide_update,
- .post_update = player_glide_post_update,
- .animate = player_glide_animate,
- .pose = player_glide_pose,
- .post_animate = player_glide_post_animate,
- .im_gui = player_glide_im_gui,
- .bind = player_glide_bind,
-
- .animator_data = &player_glide.animator,
- .animator_size = sizeof(player_glide.animator),
- .name = "Glide"
-};
-
-#endif /* PLAYER_GLIDE_H */
+extern player_glide;
+extern struct player_subsystem_interface player_subsystem_glide;
+
+void player_glide_pre_update(void);
+void player_glide_update(void);
+void player_glide_post_update(void);
+void player_glide_animate(void);
+void player_glide_pose( void *animator, player_pose *pose );
+
+void player_glide_post_animate(void);
+void player_glide_im_gui(void);
+void player_glide_bind(void);
+void player_glide_transition(void);
+bool glider_physics( v2f steer );
+void player_glide_animator_exchange( bitpack_ctx *ctx, void *data );
+void player_glide_render( vg_camera *cam, world_instance *world,
+ player_pose *pose );
+void render_glider_model( vg_camera *cam, world_instance *world,
+ m4x3f mmdl, enum board_shader shader );
+void player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data );
+void player_glide_equip_glider(void);
+void player_glide_render_effects( vg_camera *cam );
+