#include "addon.h"
static void player__skate_bind(void){
- struct player_avatar *av = localplayer.playeravatar;
- struct skeleton *sk = &av->sk;
-
+ struct skeleton *sk = &localplayer.skeleton;
rb_update_transform( &localplayer.rb );
struct { struct skeleton_anim **anim; const char *name; }
if( sample_count < 2 )
return 0;
- v3f
- average_direction,
+ v3f average_direction,
average_normal;
v2f min_co, max_co;
v3_copy( si->normal3, n0 );
v3_copy( sj->normal3, n1 );
v3_cross( n0, n1, dir );
+
+ if( v3_length2( dir ) <= 0.001f )
+ continue;
+
v3_normalize( dir );
/* make sure the directions all face a common hemisphere */
v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
state->jump_charge = 0.0f;
state->jump_time = vg.time;
-
- audio_lock();
- audio_oneshot_3d( &audio_jumps[vg_randu32()%2],
- localplayer.rb.co,40.0f,1.0f);
- audio_unlock();
+ player__networked_sfx( k_player_subsystem_skate, 32,
+ k_player_skate_soundeffect_jump,
+ localplayer.rb.co, 1.0f );
}
}
v3_copy( localplayer.cam.angles, localplayer.angles );
localplayer.angles[2] = 0.0f;
- player__begin_holdout();
+ v3f newpos, offset;
+ m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
+ v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
+ v3_sub( localplayer.rb.co, newpos, offset );
+ v3_copy( newpos, localplayer.rb.co );
+
+ player__begin_holdout( offset );
player__skate_kill_audio();
player__walk_transition();
return;
8.0f * player_skate.substep_delta, state->up_dir );
}
else{
- v3_lerp( state->up_dir, localplayer.basis[1],
- 12.0f * player_skate.substep_delta, state->up_dir );
+ v3f avg;
+ v3_add( localplayer.rb.to_world[1], localplayer.basis[1], avg );
+ v3_normalize( avg );
+
+ v3_lerp( state->up_dir, avg,
+ 6.0f * player_skate.substep_delta, state->up_dir );
}
}
if( world->water.enabled ){
if( localplayer.rb.co[1]+0.25f < world->water.height ){
- audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
+#if 0
+ player__networked_sfx( k_player_subsystem_walk, 32,
+ k_player_walk_soundeffect_splash,
+ localplayer.rb.co, 1.0f );
+#endif
player__skate_kill_audio();
player__dead_transition();
return;
}
if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
- audio_lock();
for( int i=0; i<2; i++ ){
if( !prev_contacts[i] ){
v3f co;
m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
- audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
+ player__networked_sfx( k_player_subsystem_skate, 32,
+ k_player_skate_soundeffect_tap,
+ localplayer.rb.co, 0.75f );
}
}
- audio_unlock();
}
if( contact_count ){
if( stick_frames > 5 ) stick_frames = 5;
if( stick_frames == 4 ){
- audio_lock();
-
if( state->activity == k_skate_activity_ground ){
if( (fabsf(state->slip) > 0.75f) ){
- audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], localplayer.rb.co,
- 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_land_bad,
+ localplayer.rb.co, 0.6f );
}
else{
- audio_oneshot_3d( &audio_lands[vg_randu32()%3], localplayer.rb.co,
- 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_land_good,
+ localplayer.rb.co, 1.0f );
}
}
else if( player_skate.surface == k_surface_prop_metal ){
- audio_oneshot_3d( &audio_board[3], localplayer.rb.co, 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_grind_metal,
+ localplayer.rb.co, 1.0f );
}
else{
- audio_oneshot_3d( &audio_board[8], localplayer.rb.co, 40.0f, 1.0f );
+ player__networked_sfx( k_player_subsystem_skate, 128,
+ k_player_skate_soundeffect_grind_wood,
+ localplayer.rb.co, 1.0f );
}
-
- audio_unlock();
} else if( stick_frames == 0 ){
-
+ /* TODO: EXIT SOUNDS */
}
}
(1.0f-fabsf(animator->slide)*0.9f);
animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
- v3_muls( animator->offset, 0.3f, localplayer.cam_control.tpv_offset_extra );
+ v3f cam_offset;
+ v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
+ v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
/* localized vectors */
m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
}
static void player__skate_pose( void *_animator, player_pose *pose ){
- struct player_avatar *av = localplayer.playeravatar;
- struct skeleton *sk = &av->sk;
+ struct skeleton *sk = &localplayer.skeleton;
struct player_skate_animator *animator = _animator;
pose->type = k_player_pose_type_ik;
skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly,
pose->keyframes );
- mdl_keyframe *kf_board = &pose->keyframes[av->id_board-1],
- *kf_foot_l = &pose->keyframes[av->id_ik_foot_l-1],
- *kf_foot_r = &pose->keyframes[av->id_ik_foot_r-1],
- *kf_knee_l = &pose->keyframes[av->id_ik_knee_l-1],
- *kf_knee_r = &pose->keyframes[av->id_ik_knee_r-1],
- *kf_hip = &pose->keyframes[av->id_hip-1],
- *kf_wheels[] = { &pose->keyframes[av->id_wheel_r-1],
- &pose->keyframes[av->id_wheel_l-1] };
+ mdl_keyframe *kf_board = &pose->keyframes[localplayer.id_board-1],
+ *kf_foot_l = &pose->keyframes[localplayer.id_ik_foot_l-1],
+ *kf_foot_r = &pose->keyframes[localplayer.id_ik_foot_r-1],
+ *kf_knee_l = &pose->keyframes[localplayer.id_ik_knee_l-1],
+ *kf_knee_r = &pose->keyframes[localplayer.id_ik_knee_r-1],
+ *kf_hip = &pose->keyframes[localplayer.id_hip-1],
+ *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
+ &pose->keyframes[localplayer.id_wheel_l-1] };
mdl_keyframe grind_pose[32];
float add_grab_mod = 1.0f - animator->fly;
/* additive effects */
- u32 apply_to[] = { av->id_hip,
- av->id_ik_hand_l,
- av->id_ik_hand_r,
- av->id_ik_elbow_l,
- av->id_ik_elbow_r };
+ u32 apply_to[] = { localplayer.id_hip,
+ localplayer.id_ik_hand_l,
+ localplayer.id_ik_hand_r,
+ localplayer.id_ik_elbow_l,
+ localplayer.id_ik_elbow_r };
float apply_rates[] = { 1.0f,
0.75f,
/* angle 'correction' */
v3f origin;
- v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+ v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
for( int i=0; i<vg_list_size(apply_to); i ++ ){
mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
- keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+ keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
animator->qfixuptotal );
}
q_normalize( kf_wheels[i]->q );
}
-#if 0
{
mdl_keyframe
- *kf_head = &pose->keyframes[av->id_head-1],
- *kf_elbow_l = &pose->keyframes[av->id_ik_elbow_l-1],
- *kf_elbow_r = &pose->keyframes[av->id_ik_elbow_r-1],
- *kf_hand_l = &pose->keyframes[av->id_ik_hand_l-1],
- *kf_hand_r = &pose->keyframes[av->id_ik_hand_r-1];
+ *kf_head = &pose->keyframes[localplayer.id_head-1],
+ *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
+ *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
+ *kf_hand_l = &pose->keyframes[localplayer.id_ik_hand_l-1],
+ *kf_hand_r = &pose->keyframes[localplayer.id_ik_hand_r-1];
float warble = perlin1d( vg.time, 2.0f, 2, 300 );
warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
v3f origin = {0.0f,0.2f,0.0f};
keyframe_rotate_around( kf_hand_l, origin,
- av->sk.bones[av->id_ik_hand_l].co, qrot );
+ sk->bones[localplayer.id_ik_hand_l].co, qrot );
keyframe_rotate_around( kf_hand_r, origin,
- av->sk.bones[av->id_ik_hand_r].co, qrot );
+ sk->bones[localplayer.id_ik_hand_r].co, qrot );
keyframe_rotate_around( kf_hip, origin,
- av->sk.bones[av->id_hip].co, qrot );
+ sk->bones[localplayer.id_hip].co, qrot );
keyframe_rotate_around( kf_elbow_r, origin,
- av->sk.bones[av->id_ik_elbow_r].co, qrot );
+ sk->bones[localplayer.id_ik_elbow_r].co, qrot );
keyframe_rotate_around( kf_elbow_l, origin,
- av->sk.bones[av->id_ik_elbow_l].co, qrot );
+ sk->bones[localplayer.id_ik_elbow_l].co, qrot );
q_inv( qrot, qrot );
q_mul( qrot, kf_head->q, kf_head->q );
q_normalize( kf_head->q );
}
-#endif
}
static void player__skate_post_animate(void){
- struct player_avatar *av = localplayer.playeravatar;
struct player_skate_state *state = &player_skate.state;
-
localplayer.cam_velocity_influence = 1.0f;
v3f head = { 0.0f, 1.8f, 0.0f };
- m4x3_mulv( localplayer.final_mtx[ av->id_head ],
+ m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ],
head, state->head_position );
m4x3_mulv( localplayer.rb.to_local,
state->head_position, state->head_position );
static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
struct player_skate_animator *animator = data;
- bitpack_bytes( ctx, sizeof(animator->root_co), animator->root_co );
+ bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
bitpack_qquat( ctx, animator->root_q );
+
bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->slide );
bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->push_time );
+ bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->jump_time );
+}
+
+static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+ audio_lock();
+
+ if( id == k_player_skate_soundeffect_jump ){
+ audio_oneshot_3d( &audio_jumps[vg_randu32()%2], pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_tap ){
+ audio_oneshot_3d( &audio_taps[vg_randu32()%4], pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_land_good ){
+ audio_oneshot_3d( &audio_lands[vg_randu32()%3], pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_land_bad ){
+ audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_grind_metal ){
+ audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
+ }
+ else if( id == k_player_skate_soundeffect_grind_wood ){
+ audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
+ }
+
+ audio_unlock();
}
#endif /* PLAYER_SKATE_C */