-#ifndef PLAYER_SKATE_C
-#define PLAYER_SKATE_C
-
+#include "player_skate.h"
#include "player.h"
#include "audio.h"
#include "vg/vg_perlin.h"
#include "menu.h"
#include "ent_skateshop.h"
#include "addon.h"
+#include "input.h"
+#include "ent_tornado.h"
-#include "ent_tornado.c"
#include "vg/vg_rigidbody.h"
#include "scene_rigidbody.h"
#include "player_glide.h"
+#include "player_dead.h"
+#include "player_walk.h"
+#include <string.h>
-static void player__skate_bind(void){
+struct player_skate player_skate;
+struct player_subsystem_interface player_subsystem_skate =
+{
+ .system_register = player__skate_register,
+ .bind = player__skate_bind,
+ .pre_update = player__skate_pre_update,
+ .update = player__skate_update,
+ .post_update = player__skate_post_update,
+ .im_gui = player__skate_im_gui,
+ .animate = player__skate_animate,
+ .pose = player__skate_pose,
+ .effects = player__skate_effects,
+ .post_animate = player__skate_post_animate,
+ .network_animator_exchange = player__skate_animator_exchange,
+ .sfx_oneshot = player__skate_sfx_oneshot,
+ .sfx_comp = player__skate_comp_audio,
+ .sfx_kill = player__skate_kill_audio,
+
+ .animator_data = &player_skate.animator,
+ .animator_size = sizeof(player_skate.animator),
+ .name = "Skate"
+};
+
+void player__skate_bind(void){
struct skeleton *sk = &localplayer.skeleton;
rb_update_matrices( &localplayer.rb );
*bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
}
-static void player__skate_kill_audio(void){
+void player__skate_kill_audio(void){
audio_lock();
if( player_skate.aud_main ){
player_skate.aud_main =
return valid_count;
}
-static void player__approximate_best_trajectory(void){
+void player__approximate_best_trajectory(void)
+{
world_instance *world0 = world_current_instance();
float k_trace_delta = vg.time_fixed_delta * 10.0f;
(button_press( k_srbind_trick2 ) );
}
-static void player__skate_pre_update(void){
+void player__skate_pre_update(void){
struct player_skate_state *state = &player_skate.state;
if( state->activity == k_skate_activity_handplant ){
state->trick_type = k_trick_type_none;
}
-static void player__skate_comp_audio( void *_animator ){
+void player__skate_comp_audio( void *_animator ){
struct player_skate_animator *animator = _animator;
audio_lock();
f32 gate = skaterift.time_rate;
if( skaterift.activity == k_skaterift_replay ){
- gate = vg_minf( 1.0f, fabsf(skaterift.track_velocity) );
+ gate = vg_minf( 1.0f, fabsf(player_replay.track_velocity) );
}
f32
audio_unlock();
}
-static void player__skate_post_update(void){
+void player__skate_post_update(void){
struct player_skate_state *state = &player_skate.state;
for( int i=0; i<player_skate.possible_jump_count; i++ ){
return new_activity;
}
-static void player__skate_update(void){
+void player__skate_update(void){
struct player_skate_state *state = &player_skate.state;
world_instance *world = world_current_instance();
}
}
-static void player__skate_im_gui(void){
+void player__skate_im_gui(void){
struct player_skate_state *state = &player_skate.state;
player__debugtext( 1, "V: %5.2f %5.2f %5.2f",localplayer.rb.v[0],
localplayer.rb.v[1],
state->trick_euler[2] );
}
-static void player__skate_animate(void){
+void player__skate_animate(void){
struct player_skate_state *state = &player_skate.state;
struct player_skate_animator *animator = &player_skate.animator;
animator->handplant_t = state->handplant_t;
}
-static void player__skate_pose( void *_animator, player_pose *pose ){
+void player__skate_pose( void *_animator, player_pose *pose ){
struct skeleton *sk = &localplayer.skeleton;
struct player_skate_animator *animator = _animator;
#endif
}
-static void player__skate_effects( void *_animator, m4x3f *final_mtx,
+void player__skate_effects( void *_animator, m4x3f *final_mtx,
struct player_board *board,
struct player_effects_data *effect_data ){
struct skeleton *sk = &localplayer.skeleton;
}
}
-static void player__skate_post_animate(void){
+void player__skate_post_animate(void){
struct player_skate_state *state = &player_skate.state;
localplayer.cam_velocity_influence = 1.0f;
localplayer.cam_dist = 1.8f;
state->head_position, state->head_position );
}
-static void player__skate_reset_animator(void){
+void player__skate_reset_animator(void){
struct player_skate_state *state = &player_skate.state;
memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
player_skate.animator.fly = 0.0f;
}
-static void player__skate_clear_mechanics(void){
+void player__skate_clear_mechanics(void)
+{
struct player_skate_state *state = &player_skate.state;
state->jump_charge = 0.0f;
state->charging_jump = 0;
v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
v3_copy( localplayer.rb.co, state->prev_pos );
v3_zero( player_skate.weight_distribution );
+
+ v3f head = { 0.0f, 1.8f, 0.0f };
+ m4x3_mulv( localplayer.rb.to_world, head, state->head_position );
}
#include "network_compression.h"
-static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
+void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
struct player_skate_animator *animator = data;
bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
bitpack_bytes( ctx, 1, &animator->activity );
}
-static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
audio_lock();
if( id == k_player_skate_soundeffect_jump ){
audio_unlock();
}
-
-#endif /* PLAYER_SKATE_C */