#include "audio.h"
#include "vg/vg_perlin.h"
#include "menu.h"
+#include "ent_skateshop.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
s->state.jump_time = vg.time;
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();
}
}
slide = 0.0f;
}
- static float menu_gate = 1.0f;
- menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
-
- float
- vol_main = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
- vol_air = sqrtf( air *attn * 0.5f ) * menu_gate,
- vol_slide = sqrtf( (1.0f-air)*attn*slide * 0.25f ) * menu_gate;
+ f32 gate = 1.0f-menu.factive,
+ 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( !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();
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 );
}
}
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);
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
- struct player_board *board = player->board;
+ struct player_board *board = player_get_player_board( player );
if( board ){
/* foot weight distribution */