#include "player.h"
#include "audio.h"
#include "vg/vg_perlin.h"
+#include "menu.h"
+#include "ent_skateshop.h"
+#include "addon.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
m4x3f mtx, rb_sphere *sphere,
rb_ct *man )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
int len = 0;
len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
v3f pos, v3f dir, float r,
struct grind_info *inf )
{
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v4f plane;
v3_copy( dir, plane );
boxf box;
v3_add( pos, (v3f){ r, r, r }, box[1] );
v3_sub( pos, (v3f){ r, r, r }, box[0] );
-
- bh_iter it;
- bh_iter_init( 0, &it );
- int idx;
- struct grind_sample
- {
+ struct grind_sample{
v2f co;
v2f normal;
v3f normal3,
v3_cross( plane, player->basis[1], support_axis );
v3_normalize( support_axis );
- while( bh_next( world->geo_bh, &it, box, &idx ) ){
- u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+ bh_iter it;
+ bh_iter_init_box( 0, &it, box );
+ i32 idx;
+
+ while( bh_next( world->geo_bh, &it, &idx ) ){
+ u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
v3f tri[3];
struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
-#if 0
- if( !(surf->info.flags & k_material_flag_skate_surface) )
+ if( !(surf->info.flags & k_material_flag_grindable) )
continue;
-#endif
for( int j=0; j<3; j++ )
- v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+ v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
for( int j=0; j<3; j++ ){
int i0 = j,
float yi = v3_dot( player->basis[1], si->normal3 ),
yj = v3_dot( player->basis[1], sj->normal3 );
- if( yi > yj )
- v3_add( si->normal3, average_normal, average_normal );
- else
- v3_add( sj->normal3, average_normal, average_normal );
+ if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+ else v3_add( sj->normal3, average_normal, average_normal );
passed_samples ++;
}
v3_copy( average_normal, inf->n );
v3_copy( average_direction, inf->dir );
- vg_line_pt3( inf->co, 0.02f, VG__GREEN );
+ vg_line_point( inf->co, 0.02f, VG__GREEN );
vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
m3x3_mulv( player->invbasis, player->rb.v, v_local );
v2f d = { v3_dot( ax, v0 ), v0[1] },
- v = { v3_dot( ax, player->rb.v ), v_local[1] };
+ v = { v3_dot( ax, v_local ), v_local[1] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
VG_STATIC
void player__approximate_best_trajectory( player_instance *player )
{
- world_instance *world = get_active_world();
+ world_instance *world0 = world_current_instance();
struct player_skate *s = &player->_skate;
float k_trace_delta = k_rb_delta * 10.0f;
v3_copy( player->rb.co, launch_co );
v3_copy( player->rb.v, launch_v );
v3_copy( launch_co, co0 );
+ world_instance *trace_world = world0;
float vt = (float)m * (1.0f/30.0f),
ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
/* REFACTOR */
- v3f closest;
+ v3f closest={0.0f,0.0f,0.0f};
if( search_for_grind ){
- if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
-
+ if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
float min_dist = 0.75f;
min_dist *= min_dist;
float a = v2_dot( v0, v1 );
float a_min = cosf( VG_PIf * 0.185f );
- if( s->grind_cooldown )
+ if( s->state.grind_cooldown )
a_min = cosf( VG_PIf * 0.05f );
/* check speed */
}
}
- if( world->rendering_gate ){
- ent_gate *gate = world->rendering_gate;
+ if( trace_world->rendering_gate ){
+ ent_gate *gate = trace_world->rendering_gate;
if( gate_intersect( gate, co1, co0 ) ){
m4x3_mulv( gate->transport, co0, co0 );
m4x3_mulv( gate->transport, co1, co1 );
m3x3_mulv( gate->transport, launch_v, launch_v);
m4x3_mulv( gate->transport, launch_co, launch_co );
m3x3_mul( gate->transport, basis, basis );
+
+ if( gate->type == k_gate_type_nonlocel ){
+ trace_world = &world_static.worlds[ gate->target ];
+ }
}
}
float scan_radius = k_board_radius;
scan_radius *= vg_clampf( t, 0.02f, 1.0f );
- int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
+ int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
if( idx != -1 ){
v3f co;
v3_lerp( co0, co1, t1, co );
v3_copy( co, inf->log[ inf->log_length ++ ] );
v3_copy( n, inf->n );
- u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
- struct world_surface *surf = world_tri_index_surface(world, tri[0]);
+ u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
+ struct world_surface *surf =
+ world_tri_index_surface( trace_world, tri[0] );
inf->type = k_prediction_land;
inf->score = -v3_dot( ve, inf->n );
inf->land_dist = t + k_trace_delta * t1;
-
/* Bias prediction towords ramps */
- if( !(surf->info.flags & k_material_flag_skate_surface) )
+ if( !(surf->info.flags & k_material_flag_skate_target) )
inf->score *= 10.0f;
+ if( surf->info.flags & k_material_flag_boundary )
+ s->possible_jump_count --;
+
break;
}
v3_add( launch_co, co0, co0 );
/* rough scan to make sure we dont collide with anything */
- /* NOTE this was rarely needed and ends up with false negatives. */
-#if 0
for( int j=1; j<=16; j++ ){
t = (float)j*(1.0f/16.0f);
t *= 0.9f;
float t1;
v3f n;
- int idx = spherecast_world( world, co0,co1,
- k_board_radius*0.5f, &t1, n);
+ int idx = spherecast_world( world0, co0,co1,
+ k_board_radius*0.1f, &t1, n);
if( idx != -1 ){
goto invalidated_grind;
}
v3_copy( co1, co0 );
}
-#endif
v3_copy( grind.n, jump->n );
s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
-#if 0
continue;
invalidated_grind:;
-#endif
}
}
}
if( best ){
- v3_copy( best->n, s->land_normal );
+ v3_copy( best->n, s->state.land_normal );
v3_copy( best->v, player->rb.v );
- s->land_dist = best->land_dist;
+ s->state.land_dist = best->land_dist;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
s->state.gravity_bias = best->gravity;
if( best->type == k_prediction_grind ){
s->state.activity = k_skate_activity_air_to_grind;
}
- if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
- s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+ v2_normalize_clamp( steer );
+
+ if( (fabsf(steer[1]) > 0.5f) && (s->state.land_dist >= 1.5f) ){
+ s->state.flip_rate = (1.0f/s->state.land_dist) * vg_signf(steer[1]) *
s->state.reverse ;
s->state.flip_time = 0.0f;
v3_copy( player->rb.to_world[0], s->state.flip_axis );
}
}
else{
- v3_copy( player->basis[1], s->land_normal );
+ v3_copy( player->basis[1], s->state.land_normal );
}
}
if( s->state.activity_prev > k_skate_activity_air_to_grind )
player__approximate_best_trajectory( player );
- float angle = v3_dot( player->rb.to_world[1], s->land_normal );
+ float angle = v3_dot( player->rb.to_world[1], s->state.land_normal );
angle = vg_clampf( angle, -1.0f, 1.0f );
v3f axis;
- v3_cross( player->rb.to_world[1], s->land_normal, axis );
+ v3_cross( player->rb.to_world[1], s->state.land_normal, axis );
v4f correction;
q_axis_angle( correction, axis,
acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
q_mul( correction, player->rb.q, player->rb.q );
-
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
}
-VG_STATIC int player_skate_trick_input( player_instance *player );
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player );
VG_STATIC void skate_apply_trick_model( player_instance *player )
{
struct player_skate *s = &player->_skate;
v3f Fd, Fs, F;
v3f strength = { 3.7f, 3.6f, 8.0f };
- v3_muls( s->board_trick_residualv, -4.0f , Fd );
- v3_muls( s->board_trick_residuald, -10.0f, Fs );
+ v3_muls( s->state.board_trick_residualv, -4.0f , Fd );
+ v3_muls( s->state.board_trick_residuald, -10.0f, Fs );
v3_add( Fd, Fs, F );
v3_mul( strength, F, F );
- v3_muladds( s->board_trick_residualv, F, k_rb_delta,
- s->board_trick_residualv );
- v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
- k_rb_delta, s->board_trick_residuald );
+ v3_muladds( s->state.board_trick_residualv, F, k_rb_delta,
+ s->state.board_trick_residualv );
+ v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv,
+ k_rb_delta, s->state.board_trick_residuald );
if( s->state.activity <= k_skate_activity_air_to_grind ){
if( v3_length2( s->state.trick_vel ) < 0.0001f )
s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
- v3_copy( s->state.trick_vel, s->board_trick_residualv );
+ v3_copy( s->state.trick_vel, s->state.board_trick_residualv );
v3_zero( s->state.trick_vel );
}
{
struct player_skate *s = &player->_skate;
- float grabt = player->input_grab->axis.value;
+ float grabt = axis_state( k_sraxis_grab );
if( grabt > 0.5f ){
v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f,
{
struct player_skate *s = &player->_skate;
+ v2f jsteer;
+ joystick_state( k_srjoystick_steer, jsteer );
+
/* Steering */
- float steer = player->input_js1h->axis.value,
- grab = player->input_grab->axis.value;
+ float steer = jsteer[0],
+ grab = axis_state( k_sraxis_grab );
steer = vg_signf( steer ) * steer*steer * k_steer_ground;
rate = 35.0f;
top = 1.5f;
}
+
+ if( grab < 0.5f ){
+ top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer;
+ }
}
float current = v3_dot( player->rb.to_world[1], player->rb.w ),
/* Pushing additive force */
- if( !player->input_jump->button.value ){
- if( player->input_push->button.value ||
- (vg.time-s->state.start_push<0.75) )
+ if( !button_press( k_srbind_jump ) ){
+ if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
{
if( (vg.time - s->state.cur_push) > 0.25 )
s->state.start_push = vg.time;
{
struct player_skate *s = &player->_skate;
int charging_jump_prev = s->state.charging_jump;
- s->state.charging_jump = player->input_jump->button.value;
+ s->state.charging_jump = button_press( k_srbind_jump );
/* Cannot charge this in air */
if( s->state.activity <= k_skate_activity_air_to_grind ){
v3_normalize( jumpdir );
}else{
v3_copy( s->state.up_dir, jumpdir );
- s->grind_cooldown = 30;
+ s->state.grind_cooldown = 30;
s->state.activity = k_skate_activity_ground;
- float tilt = player->input_js1h->axis.value * 0.3f;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
+ float tilt = steer[0] * 0.3f;
tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
v4f qtilt;
q_axis_angle( qtilt, s->grind_dir, tilt );
q_mulv( qtilt, jumpdir, jumpdir );
}
- s->surface_cooldown = 10;
+ s->state.surface_cooldown = 10;
float force = k_jump_force*s->state.jump_charge;
v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
s->state.jump_charge = 0.0f;
s->state.jump_time = vg.time;
- v2f steer = { player->input_js1h->axis.value,
- player->input_js1v->axis.value };
- v2_normalize_clamp( steer );
-
audio_lock();
- audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
+ audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f);
audio_unlock();
}
}
/* Throw / collect routine
*/
- if( player->input_grab->axis.value > 0.5f ){
+ if( axis_state( k_sraxis_grab ) > 0.5f ){
if( s->state.activity == k_skate_activity_ground ){
/* Throw */
v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
if( s->state.activity == k_skate_activity_ground ){
- v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
+ if( v3_length2(player->rb.v)<(20.0f*20.0f) )
+ v3_muladds( player->rb.v, Fl, k_mmcollect_lat, player->rb.v );
v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
}
v3_copy( s->state.up_dir, ideal_dir );
v3_normalize( ideal_dir );
- v3_muladds( player->rb.co, ideal_dir,
- 1.0f-player->input_grab->axis.value, ideal_cog );
+ float grab = axis_state( k_sraxis_grab );
+ v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
v3_sub( ideal_cog, s->state.cog, ideal_diff );
/* Apply velocities */
skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
}
-VG_STATIC int player_skate_trick_input( player_instance *player )
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player )
{
- return (player->input_trick0->button.value) |
- (player->input_trick1->button.value << 1) |
- (player->input_trick2->button.value << 1) |
- (player->input_trick2->button.value);
+ return (button_press( k_srbind_trick0 ) ) |
+ (button_press( k_srbind_trick1 ) << 1) |
+ (button_press( k_srbind_trick2 ) << 1) |
+ (button_press( k_srbind_trick2 ) );
}
VG_STATIC void player__skate_pre_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- if( vg_input_button_down( player->input_use ) ){
+ if( button_down( k_srbind_use ) ){
player->subsystem = k_player_subsystem_walk;
v3f angles;
return;
}
- int trick_id;
+ enum trick_type trick = k_trick_type_none;
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
- (trick_id = player_skate_trick_input( player )) )
+ (trick = player_skate_trick_input( player )) )
{
if( (vg.time - s->state.jump_time) < 0.1f ){
v3_zero( s->state.trick_vel );
s->state.trick_time = 0.0f;
- if( trick_id == 1 ){
+ if( trick == k_trick_type_kickflip ){
s->state.trick_vel[0] = 3.0f;
}
- else if( trick_id == 2 ){
+ else if( trick == k_trick_type_shuvit ){
s->state.trick_vel[2] = 3.0f;
}
- else if( trick_id == 3 ){
+ else if( trick == k_trick_type_treflip ){
s->state.trick_vel[0] = 2.0f;
s->state.trick_vel[2] = 2.0f;
}
+ s->state.trick_type = trick;
}
}
}
jump_info *jump = &s->possible_jumps[i];
if( jump->log_length == 0 ){
- vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
+ vg_fatal_error( "assert: jump->log_length == 0\n" );
}
for( int j=0; j<jump->log_length - 1; j ++ ){
v3_add( jump->log[jump->log_length-1], jump->n, p1 );
vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
- vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
+ vg_line_point( jump->apex, 0.02f, 0xffffffff );
}
audio_lock();
slide = 0.0f;
}
- float
- vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
- vol_air = sqrtf( air *attn * 0.5f ),
- vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f );
+ f32 gate = skaterift.time_rate,
+ vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
+ vol_air = sqrtf( air *attn * 0.5f ) * gate,
+ vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * gate;
const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
- if( !s->aud_air )
- s->aud_air = audio_request_channel( &audio_board[1], flags );
+ if( !s->aud_air ){
+ s->aud_air = audio_get_first_idle_channel();
+ if( s->aud_air )
+ audio_channel_init( s->aud_air, &audio_board[1], flags );
+ }
- if( !s->aud_slide )
- s->aud_slide = audio_request_channel( &audio_board[2], flags );
+ if( !s->aud_slide ){
+ s->aud_slide = audio_get_first_idle_channel();
+ if( s->aud_slide )
+ audio_channel_init( s->aud_slide, &audio_board[2], flags );
+ }
/* brrrrrrrrrrrt sound for tiles and stuff
vg_lerpf( 250.0f, 80.0f, attn ) );
if( s->sample_change_cooldown > 0.0f ){
- s->sample_change_cooldown -= vg.frame_delta;
+ s->sample_change_cooldown -= vg.time_frame_delta;
}
else{
int sample_type = k_skate_sample_concrete;
if( s->aud_main ){
s->aud_main->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ audio_channel_edit_volume( s->aud_main, vol_main, 1 );
audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
float rate = 1.0f + (attn-0.5f)*0.2f;
if( s->aud_slide ){
s->aud_slide->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
}
if( s->aud_air ){
s->aud_air->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( s->aud_air, vol_air, 1 );
}
audio_unlock();
v3f surface_normal, v3f axel_dir )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
v3f truck, left, right;
m4x3_mulv( player->rb.to_world, ra, truck );
if( idx != -1 )
{
- u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
+ u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
v3f verts[3];
for( int j=0; j<3; j++ )
- v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
+ v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
v3f vert0, vert1, n;
v3_sub( verts[1], verts[0], vert0 );
int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
if( s->state.manual_direction == 0 ){
- if( (player->input_js1v->axis.value > 0.7f) &&
- (s->state.activity == k_skate_activity_ground) &&
+ if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
(s->state.jump_charge <= 0.01f) )
s->state.manual_direction = reverse_dir;
}
else{
- if( player->input_js1v->axis.value < 0.1f ){
+ if( steer[1] < 0.1f ){
s->state.manual_direction = 0;
}
else{
}
if( s->state.manual_direction ){
- float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
+ float amt = vg_minf( steer[1] * 8.0f, 1.0f );
s->weight_distribution[2] = k_board_length * amt *
(float)s->state.manual_direction;
}
v3_muls( dir, 1.0f/ray.dist, dir );
ray.dist -= 0.025f;
- if( ray_world( get_active_world(), origin, dir, &ray ) )
+ if( ray_world( world_current_instance(), origin, dir, &ray ) )
return 0;
return 1;
v3_normalize( target_fwd );
v3_normalize( fwd );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+ float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
v4f q;
q_axis_angle( q, axis, VG_PIf*0.125f * way );
v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
v3_normalize( inf_avg.dir );
+ /* dont ask */
+ v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)),
+ inf_avg.dir );
+
v3f axis_front, axis_back, axis;
v3_cross( inf_front->dir, inf_front->n, axis_front );
v3_cross( inf_back->dir, inf_back->n, axis_back );
v3_cross( axis, inf_avg.dir, inf_avg.n );
skate_grind_decay( player, &inf_avg, 1.0f );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- float way = player->input_js1v->axis.value *
+ float way = steer[1] *
vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
v4f q;
v3f up, target_up;
k_grind_spring,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+ vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
v3f fwd_nplane, dir_nplane;
v3_muladds( player->rb.to_world[2], inf_avg.n,
1000.0f,
k_grind_dampener,
k_rb_delta );
+ vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+ vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
pos_back = { 0.0f, -k_board_radius, 1.0f * k_board_length },
{
struct player_skate *s = &player->_skate;
- if( s->grind_cooldown > 100 ){
- vg_fatal_exit_loop( "wth!\n" );
+ if( s->state.grind_cooldown > 100 ){
+ vg_fatal_error( "wth!\n" );
}
/* debounces this state manager a little bit */
- if( s->grind_cooldown ){
- s->grind_cooldown --;
+ if( s->state.grind_cooldown ){
+ s->state.grind_cooldown --;
return k_skate_activity_undefined;
}
int allow_back = 1,
allow_front = 1;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+
if( s->state.activity == k_skate_activity_grind_5050 ||
s->state.activity == k_skate_activity_grind_back50 ||
s->state.activity == k_skate_activity_grind_front50 )
{
- float tilt = player->input_js1v->axis.value;
+ float tilt = steer[1];
if( fabsf(tilt) >= 0.25f ){
v3f raw = {0.0f,0.0f,tilt};
m3x3_mulv( player->rb.to_world, raw, raw );
- float way = player->input_js1v->axis.value *
- vg_signf( v3_dot( raw, player->rb.v ) );
+ float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
if( way < 0.0f ) allow_front = 0;
else allow_back = 0;
res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
if( res_back50 != res_front50 ){
- int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
+ int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
res_back50 &= wants_to_do_that;
res_front50 &= wants_to_do_that;
if( new_activity == k_skate_activity_undefined ){
if( s->state.activity >= k_skate_activity_grind_any ){
- s->grind_cooldown = 15;
- s->surface_cooldown = 10;
+ s->state.grind_cooldown = 15;
+ s->state.surface_cooldown = 10;
}
}
else if( new_activity == k_skate_activity_grind_boardslide ){
VG_STATIC void player__skate_update( player_instance *player )
{
struct player_skate *s = &player->_skate;
- world_instance *world = get_active_world();
+ world_instance *world = world_current_instance();
+
+ if( world->water.enabled ){
+ if( player->rb.co[1]+0.25f < world->water.height ){
+ audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+ player__skate_kill_audio( player );
+ player__dead_transition( player );
+ return;
+ }
+ }
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
{
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;
wheels[1].pos[1] = s->state.slap;
-
-
-
const int k_wheel_count = 2;
s->substep = k_rb_delta;
m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
}
- if( s->surface_cooldown ){
- s->surface_cooldown --;
+ if( s->state.surface_cooldown ){
+ s->state.surface_cooldown --;
contact_count = 0;
}
if( !prev_contacts[i] ){
v3f co;
m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
- audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+ audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
}
}
audio_unlock();
s->substep -= s->substep_delta;
rb_ct manifold[128];
- int manifold_len = 0;
-
+ int manifold_len = 0;
/*
* Phase -1: head detection
* --------------------------------------------------------------------------
manifold_len += l;
- debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+ if( vg_lines.draw )
+ vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
/* add limits */
if( s->state.activity >= k_skate_activity_grind_any ){
v3f world_cog;
m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
- vg_line_pt3( world_cog, 0.02f, VG__BLACK );
+ vg_line_point( world_cog, 0.02f, VG__BLACK );
for( int i=0; i<manifold_len; i ++ ){
rb_prepare_contact( &manifold[i], s->substep_delta );
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 );
* --------------------------------------------------------------------------
*/
+ 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->cam_control.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++ ){
m4x3f mtx;
m3x3_copy( player->rb.to_world, mtx );
m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
- debug_sphere( mtx, wheels[i].radius,
- (u32[]){ VG__WHITE, VG__BLACK,
+ vg_line_sphere( mtx, wheels[i].radius,
+ (u32[]){ VG__WHITE, VG__BLACK,
wheels[i].colour }[ wheels[i].state ]);
}
skate_integrate( player );
- vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
+ vg_line_point( s->state.cog, 0.02f, VG__WHITE );
ent_gate *gate =
world_intersect_gates(world, player->rb.co, s->state.prev_pos );
q_mul( transport_rotation, s->state.smoothed_rotation,
s->state.smoothed_rotation );
rb_update_transform( &player->rb );
-
- s->state_gate_storage = s->state;
player__pass_gate( player, gate );
}
if( s->state.activity == k_skate_activity_ground ){
if( (fabsf(s->state.slip) > 0.75f) ){
- audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co,
+ audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co,
40.0f, 1.0f );
}
else{
- audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co,
+ audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co,
40.0f, 1.0f );
}
}
}
}
-VG_STATIC void player__skate_im_gui( player_instance *player )
-{
+VG_STATIC void player__skate_im_gui( player_instance *player ){
struct player_skate *s = &player->_skate;
player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
player->rb.v[1],
player_animation *dest )
{
struct player_skate *s = &player->_skate;
+ struct player_skate_state *state = &player->_skate.state;
struct player_avatar *av = player->playeravatar;
struct skeleton *sk = &av->sk;
float curspeed = v3_length( player->rb.v ),
kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
- kicks = (vg_randf()-0.5f)*2.0f*kickspeed,
+ kicks = (vg_randf64()-0.5f)*2.0f*kickspeed,
sign = vg_signf( kicks );
- s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
- s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0], 2.4f*vg.time_delta);
+ state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign,
+ 6.0f*vg.time_delta);
+ state->wobble[1] = vg_lerpf( state->wobble[1], state->wobble[0],
+ 2.4f*vg.time_delta);
offset[0] *= 0.26f;
- offset[0] += s->wobble[1]*3.0f;
+ offset[0] += state->wobble[1]*3.0f;
offset[1] *= -0.3f;
offset[2] *= 0.01f;
- offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
+ offset[0]=vg_clampf(offset[0],-0.8f,0.8f)
+ *(1.0f-fabsf(state->blend_slide)*0.9f);
offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
- v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+ v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra );
/*
* Animation blending
if( s->state.activity == k_skate_activity_ground )
desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
- s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
+ state->blend_slide =
+ vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta);
}
/* movement information */
if( s->state.activity >= k_skate_activity_grind_any )
wdist = 0.0f;
- s->blend_z = vg_lerpf( s->blend_z, dirz, 2.4f*vg.time_delta );
- s->blend_x = vg_lerpf( s->blend_x, dirx, 0.6f*vg.time_delta );
- s->blend_fly = vg_lerpf( s->blend_fly, fly, 3.4f*vg.time_delta );
- s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
+ state->blend_z =
+ vg_lerpf( state->blend_z, dirz, 2.4f*vg.time_delta );
+ state->blend_x =
+ vg_lerpf( state->blend_x, dirx, 0.6f*vg.time_delta );
+ state->blend_fly =
+ vg_lerpf( state->blend_fly, fly, 3.4f*vg.time_delta );
+ state->blend_weight =
+ vg_lerpf( state->blend_weight, wdist, 9.0f*vg.time_delta );
}
mdl_keyframe apose[32], bpose[32];
{
/* when the player is moving fast he will crouch down a little bit */
float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
- s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+ state->blend_stand =
+ vg_lerpf( state->blend_stand, stand, 6.0f*vg.time_delta );
/* stand/crouch */
- float dir_frame = s->blend_z * (15.0f/30.0f),
+ float dir_frame = state->blend_z * (15.0f/30.0f),
stand_blend = offset[1]*-2.0f;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
+ f32 lean1,
+ lean2 = steer[0] * s->state.reverse * -0.36f,
+ lean;
+
+ if( fabsf(s->state.slip) > 0.3f ){
+ f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
+ s->state.delayed_slip_dir = slide_dir;
+ }
+ lean1 = state->blend_slide * s->state.delayed_slip_dir;
+
+ if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
+ else lean = lean2;
+
+ if( ((int)roundf(s->state.trick_euler[0])) % 2 ) lean = -lean;
+ lean = vg_clampf( lean, -1.0f, 1.0f );
+
+ player->board_pose.lean = vg_lerpf( player->board_pose.lean, lean,
+ vg.time_delta * 18.0f );
+
v3f local_cog;
m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
-
stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
/* sliding */
- float slide_frame = s->blend_x * (15.0f/30.0f);
+ float slide_frame = state->blend_x * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose );
/* pushing */
double push_time = vg.time - s->state.start_push;
- s->blend_push = vg_lerpf( s->blend_push,
+ state->blend_push = vg_lerpf( state->blend_push,
(vg.time - s->state.cur_push) < 0.125,
6.0f*vg.time_delta );
- float pt = push_time + vg.accumulator;
if( s->state.reverse > 0.0f )
- skeleton_sample_anim( sk, s->anim_push, pt, bpose );
+ skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
else
- skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+ skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose );
/* trick setup */
float jump_start_frame = 14.0f/30.0f;
float charge = s->state.jump_charge;
- s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+ state->blend_jump =
+ vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta );
float setup_frame = charge * jump_start_frame,
- setup_blend = vg_minf( s->blend_jump, 1.0f );
+ setup_blend = vg_minf( state->blend_jump, 1.0f );
float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
mdl_keyframe air_pose[32];
{
- float target = -player->input_js1h->axis.value;
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+ float target = -steer[1];
+
+ state->blend_airdir =
+ vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta );
- float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
+ float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
static v2f grab_choice;
- v2f grab_input = { player->input_js2h->axis.value,
- player->input_js2v->axis.value };
+ v2f grab_input;
+ joystick_state( k_srjoystick_grab, grab_input );
v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
+
if( v2_length2( grab_input ) <= 0.001f )
grab_input[0] = -1.0f;
else
skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
}
- skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+ skeleton_lerp_pose( sk, ground_pose, air_pose,
+ state->blend_fly, dest->pose );
mdl_keyframe *kf_board = &dest->pose[av->id_board-1],
}
float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
- s->blend_grind = vg_lerpf( s->blend_grind, grind, 5.0f*vg.time_delta );
- s->blend_grind_balance=vg_lerpf( s->blend_grind_balance,
- grind_frame, 5.0f*vg.time_delta );
+ state->blend_grind =
+ vg_lerpf( state->blend_grind, grind, 5.0f*vg.time_delta );
+ state->blend_grind_balance =
+ vg_lerpf( state->blend_grind_balance,
+ grind_frame, 5.0f*vg.time_delta );
- grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+ grind_frame = state->blend_grind_balance * (15.0f/30.0f);
skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+ skeleton_lerp_pose( sk, apose, bpose, state->blend_jump, grind_pose );
}
- skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+ skeleton_lerp_pose( sk, dest->pose, grind_pose,
+ state->blend_grind, dest->pose );
- float add_grab_mod = 1.0f - s->blend_fly;
+ float add_grab_mod = 1.0f - state->blend_fly;
/* additive effects */
{
vg_warn( "FIX THIS! CARROT\n" );
v4_copy( player->rb.q, s->state.smoothed_rotation );
}
- v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+ v4_lerp( s->state.smoothed_rotation, player->rb.q,
+ 2.0f*vg.time_frame_delta,
s->state.smoothed_rotation );
q_normalize( s->state.smoothed_rotation );
float yaw_counter_rotate = v3_dot(yaw_ref,yaw_smooth);
yaw_counter_rotate = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
yaw_counter_rotate = acosf( yaw_counter_rotate );
- yaw_counter_rotate *= 1.0f-s->blend_fly;
+ yaw_counter_rotate *= 1.0f-state->blend_fly;
v3f ndir;
m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
v4f qtrickr, qyawr, qpitchr, qrollr;
v3f eulerr;
- v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+ v3_muls( state->board_trick_residuald, VG_TAUf, eulerr );
q_axis_angle( qyawr, (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
q_mul( qtotal, kf_board->q, kf_board->q );
-
/* trick rotation */
v4f qtrick, qyaw, qpitch, qroll;
v3f euler;
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
-
- /* foot weight distribution */
- if( s->blend_weight > 0.0f ){
- kf_foot_l->co[2] += s->blend_weight * 0.2f;
- kf_foot_r->co[2] += s->blend_weight * 0.1f;
- }
- else{
- kf_foot_r->co[2] += s->blend_weight * 0.3f;
- kf_foot_l->co[2] += s->blend_weight * 0.1f;
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
+
+ if( board ){
+ /* foot weight distribution */
+ if( state->blend_weight > 0.0f ){
+ kf_foot_l->co[2] =
+ vg_lerpf( kf_foot_l->co[2],
+ board->truck_positions[k_board_truck_back][2]+0.3f,
+ 0.5f*state->blend_weight );
+ }
+ else{
+ kf_foot_r->co[2] =
+ vg_lerpf( kf_foot_r->co[2],
+ board->truck_positions[k_board_truck_front][2]-0.3f,
+ -0.5f*state->blend_weight );
+ }
}
float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
- s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+ state->subslap = vg_lerpf( state->subslap, slapm, vg.time_delta*10.0f );
kf_foot_l->co[1] += s->state.slap;
kf_foot_r->co[1] += s->state.slap;
kf_knee_l->co[1] += s->state.slap;
kf_knee_r->co[1] += s->state.slap;
- kf_board->co[1] += s->state.slap * s->subslap;
+ kf_board->co[1] += s->state.slap * state->subslap;
kf_hip->co[1] += s->state.slap * 0.25f;
+
+ f32 l = ((s->state.activity < k_skate_activity_ground) &&
+ v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
+ state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l,
+ 8.4f*vg.time_delta );
+
+ if( s->state.trick_type == k_trick_type_kickflip ){
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
+ }
+ else if( s->state.trick_type == k_trick_type_shuvit ){
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.1f;
+ kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
+ }
+ else if( s->state.trick_type == k_trick_type_treflip ){
+ kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
+ kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
+ }
+
+
/*
* animation wishlist:
* boardslide/grind jump animations
*/
/* truck rotation */
- for( int i=0; i<2; i++ )
- {
+ for( int i=0; i<2; i++ ){
float a = vg_minf( s->truckv0[i][0], 1.0f );
a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
*kf_hand_r = &dest->pose[av->id_ik_hand_r-1];
float warble = perlin1d( vg.time, 2.0f, 2, 300 );
- warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+ warble *= vg_maxf(state->blend_grind,
+ fabsf(state->blend_weight)) * 0.3f;
v4f qrot;
q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
/* transform */
rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
- v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
- float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+ v3f ext_up,ext_co;
+ q_mulv( dest->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
+ v3_copy( dest->root_co, ext_co );
+ v3_muladds( dest->root_co, ext_up, -0.1f, dest->root_co );
v4f qflip;
if( (s->state.activity <= k_skate_activity_air_to_grind) &&
(fabsf(s->state.flip_rate) > 0.01f) )
{
- float t = s->state.flip_time;
+ float substep = vg.time_fixed_extrapolate;
+ float t = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
sign = vg_signf( t );
t = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
t = sign * (1.0f-t*t);
float angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
- distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
+ distm = s->state.land_dist * fabsf(s->state.flip_rate) * 3.0f,
blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
q_normalize( dest->root_q );
v3f rotation_point, rco;
- v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
+ v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
v3_sub( dest->root_co, rotation_point, rco );
q_mulv( qflip, rco, rco );
s->state.head_position );
}
-VG_STATIC void player__skate_reset_animator( player_instance *player )
-{
+VG_STATIC void player__skate_reset_animator( player_instance *player ){
struct player_skate *s = &player->_skate;
+ struct player_skate_state *state = &s->state;
if( s->state.activity <= k_skate_activity_air_to_grind )
- s->blend_fly = 1.0f;
+ state->blend_fly = 1.0f;
else
- s->blend_fly = 0.0f;
-
- s->blend_slide = 0.0f;
- s->blend_z = 0.0f;
- s->blend_x = 0.0f;
- s->blend_grind = 0.0f;
- s->blend_grind_balance = 0.0f;
- s->blend_stand = 0.0f;
- s->blend_push = 0.0f;
- s->blend_jump = 0.0f;
- s->blend_airdir = 0.0f;
- s->blend_weight = 0.0f;
- s->subslap = 0.0f;
- v2_zero( s->wobble );
-
- v3_zero( s->board_trick_residuald );
- v3_zero( s->board_trick_residualv );
+ state->blend_fly = 0.0f;
+
+ state->blend_slide = 0.0f;
+ state->blend_z = 0.0f;
+ state->blend_x = 0.0f;
+ state->blend_grind = 0.0f;
+ state->blend_grind_balance = 0.0f;
+ state->blend_stand = 0.0f;
+ state->blend_push = 0.0f;
+ state->blend_jump = 0.0f;
+ state->blend_airdir = 0.0f;
+ state->blend_weight = 0.0f;
+ state->subslap = 0.0f;
+ v2_zero( state->wobble );
+
+ v3_zero( state->board_trick_residuald );
+ v3_zero( state->board_trick_residualv );
v3_zero( s->truckv0[0] );
v3_zero( s->truckv0[1] );
}
v3_zero( s->state.trick_vel );
v3_zero( s->state.trick_euler );
v3_zero( s->state.cog_v );
- s->grind_cooldown = 0;
- s->surface_cooldown = 0;
+ s->state.grind_cooldown = 0;
+ s->state.surface_cooldown = 0;
v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
v3_copy( player->rb.to_world[1], s->state.up_dir );
v3_copy( player->rb.to_world[1], s->surface_picture );