well yeah i guess
[carveJwlIkooP6JGAAIwe30JlM.git] / player_physics.h
index d5b112be60d51242f64a21e5d1c7f71eedd136fa..90ea030a7bd2adab89cd6dc61a9de61155b32f93 100644 (file)
@@ -8,7 +8,7 @@
 #include "player.h"
 #include "camera.h"
 
-static void apply_gravity( v3f vel, float const timestep )
+VG_STATIC void apply_gravity( v3f vel, float const timestep )
 {
    v3f gravity = { 0.0f, -9.6f, 0.0f };
    v3_muladds( vel, gravity, timestep, vel );
@@ -17,7 +17,7 @@ static void apply_gravity( v3f vel, float const timestep )
 /*
  * Called when launching into the air to predict and adjust trajectories
  */
-static void player_start_air(void)
+VG_STATIC void player_start_air(void)
 {
    struct player_phys *phys = &player.phys;
 
@@ -114,7 +114,7 @@ static void player_start_air(void)
 /*
  * Main friction interface model
  */
-static void player_physics_control(void)
+VG_STATIC void player_physics_control(void)
 {
    struct player_phys *phys = &player.phys;
 
@@ -206,7 +206,7 @@ static void player_physics_control(void)
 /*
  * Air control, no real physics
  */
-static void player_physics_control_air(void)
+VG_STATIC void player_physics_control_air(void)
 {
    struct player_phys *phys = &player.phys;
 
@@ -290,7 +290,7 @@ static void player_physics_control_air(void)
  * Entire Walking physics model
  * TODO: sleep when under certain velotiy
  */
-static void player_walk_physics(void)
+VG_STATIC void player_walk_physics(void)
 {
    struct player_phys *phys = &player.phys;
    rigidbody *rbf = &player.collide_front,
@@ -408,7 +408,7 @@ static void player_walk_physics(void)
 /*
  * Physics collision detection, and control
  */
-static void player_physics(void)
+VG_STATIC void player_physics(void)
 {
    struct player_phys *phys = &player.phys;
    /*
@@ -615,18 +615,18 @@ static void player_physics(void)
    phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f );
 }
 
-static void player_save_frame(void)
+VG_STATIC void player_save_frame(void)
 {
    player.phys_gate_frame = player.phys;
 }
 
-static void player_restore_frame(void)
+VG_STATIC void player_restore_frame(void)
 {
    player.phys = player.phys_gate_frame;
    rb_update_transform( &player.phys.rb );
 }
 
-static void player_do_motion(void)
+VG_STATIC void player_do_motion(void)
 {
    struct player_phys *phys = &player.phys;
 
@@ -684,9 +684,9 @@ static void player_do_motion(void)
    /* 
     * Gate intersection, by tracing a line over the gate planes 
     */
-   for( int i=0; i<world_routes.gate_count; i++ )
+   for( int i=0; i<world.gate_count; i++ )
    {
-      struct route_gate *rg = &world_routes.gates[i];
+      struct route_gate *rg = &world.gates[i];
       teleport_gate *gate = &rg->gate;
 
       if( gate_intersect( gate, phys->rb.co, prevco ) )
@@ -732,9 +732,9 @@ static void player_do_motion(void)
 /*
  * Free camera movement
  */
-static void player_mouseview(void)
+VG_STATIC void player_mouseview(void)
 {
-   if( gui_want_mouse() )
+   if( ui_want_mouse() )
       return;
 
    static v2f mouse_last,
@@ -757,7 +757,7 @@ static void player_mouseview(void)
    player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
 }
 
-static void player_freecam(void)
+VG_STATIC void player_freecam(void)
 {
    player_mouseview();
 
@@ -782,7 +782,7 @@ static void player_freecam(void)
    v3_add( move_vel, player.camera_pos, player.camera_pos );
 }
 
-static int reset_player( int argc, char const *argv[] )
+VG_STATIC int reset_player( int argc, char const *argv[] )
 {
    struct player_phys *phys = &player.phys;
    struct respawn_point *rp = NULL, *r;