quite a lot of changes
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index efc0f348db2900014c95cf14a848a7d340751a89..48d24bb6270c89f7eda120ba971cb374c57d40a7 100644 (file)
@@ -6,6 +6,7 @@
 #include "vg/vg_perlin.h"
 #include "menu.h"
 #include "ent_skateshop.h"
+#include "addon.h"
 
 VG_STATIC void player__skate_bind( player_instance *player )
 {
@@ -2093,6 +2094,8 @@ VG_STATIC void player__skate_update( player_instance *player )
 
    v3_copy( player->rb.co, s->state.prev_pos );
    s->state.activity_prev = s->state.activity;
+   v3f normal_total;
+   v3_zero( normal_total );
 
    struct board_collider
    {
@@ -2126,7 +2129,6 @@ VG_STATIC void player__skate_update( player_instance *player )
    float slap = 0.0f;
 
    if( s->state.activity <= k_skate_activity_air_to_grind ){
-
       float min_dist = 0.6f;
       for( int i=0; i<2; i++ ){
          v3f wpos, closest;
@@ -2148,9 +2150,6 @@ VG_STATIC void player__skate_update( player_instance *player )
    wheels[1].pos[1] = s->state.slap;
 
 
-
-
-
    const int k_wheel_count = 2;
 
    s->substep = k_rb_delta;
@@ -2497,6 +2496,7 @@ begin_collision:;
          v3f impulse;
          v3_muls( ct->n, lambda, impulse );
 
+         v3_muladds( normal_total, impulse, inv_mass, normal_total );
          v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
          v3_cross( delta, impulse, impulse );
          m3x3_mulv( iIw, impulse, impulse );
@@ -2523,6 +2523,24 @@ begin_collision:;
     * --------------------------------------------------------------------------
     */
 
+   f32 nforce = v3_length(normal_total);
+   if( nforce > 4.0f ){
+      if( nforce > 17.6f ){
+         v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
+         player__dead_transition(player);
+         player__skate_kill_audio(player);
+         return;
+      }
+
+      f32 amt = k_cam_punch;
+      if( player->camera_mode == k_cam_firstperson ){
+         amt *= 0.25f;
+      }
+
+      v3_muladds( player->cam_land_punch_v, normal_total, amt,
+                  player->cam_land_punch_v );
+   }
+
    s->surface = k_surface_prop_concrete;
 
    for( int i=0; i<manifold_len; i++ ){
@@ -2978,7 +2996,9 @@ VG_STATIC void player__skate_animate( player_instance *player,
       q_mul( kf_board->q, qtrick, kf_board->q );
       q_normalize( kf_board->q );
 
-      struct player_board *board = player_get_player_board( player );
+      struct player_board *board = 
+         addon_cache_item_if_loaded( k_addon_type_board,
+                                     player->board_view_slot );
       
       if( board ){
          /* foot weight distribution */