add freecam
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 1ef19a1b6af6d67bdbddc6ebcc634f118d683803..49cd6e76e76ccd2951e4a5f4d638f3e1b4ce12a2 100644 (file)
@@ -657,9 +657,9 @@ invalidated_grind:;
    }
 
    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;
 
       s->state.gravity_bias = best->gravity;
 
@@ -671,8 +671,8 @@ invalidated_grind:;
       joystick_state( k_srjoystick_steer, steer );
       v2_normalize_clamp( steer );
 
-      if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
-         s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+      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 );
@@ -683,7 +683,7 @@ invalidated_grind:;
       }
    }
    else{
-      v3_copy( player->basis[1], s->land_normal );
+      v3_copy( player->basis[1], s->state.land_normal );
    }
 }
 
@@ -703,10 +703,10 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    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, 
@@ -3152,7 +3152,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       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 );