#ifndef PLAYER_SKATE_H
#define PLAYER_SKATE_H
+#include "player.h"
#include "player_api.h"
-#define SKATE_CCD
-
typedef struct jump_info jump_info;
struct player_skate{
v4f qflip;
v3f board_euler;
+ f32 board_lean;
v2f steer, grab;
f32 jump_charge;
}
limits[3];
u32 limit_count;
-};
-
-struct player_skate_animator_q {
- v3f root_co;
- v4f root_q;
-
- i8 offset[3];
- i8 local_cog[3];
- i8 slide,
- z,
- x,
- fly,
- grind,
- grind_balance,
- stand,
- push,
- jump,
- airdir,
- weight,
- trick_foot,
- slap,
- subslap,
- reverse,
- delayed_slip_dir,
- grabbing;
-
- i8 wobble[2];
- i8 foot_offset[2];
-
- i16 qfixuptotal[4];
- i16 qflip;
-
- i16 board_euler[3];
- i8 steer[2], grab[2];
-
- u8 jump_charge;
-
- /* linear anims */
- i8 push_time, jump_time;
- u8 jump_dir;
- u8 trick_type;
}
-animator;
+static player_skate;
+
+enum player_skate_soundeffect {
+ k_player_skate_soundeffect_jump,
+ k_player_skate_soundeffect_tap,
+ k_player_skate_soundeffect_land_good,
+ k_player_skate_soundeffect_land_bad,
+ k_player_skate_soundeffect_grind_metal,
+ k_player_skate_soundeffect_grind_wood,
+};
-VG_STATIC float
+static float
k_friction_lat = 12.0f,
k_friction_resistance = 0.01f,
k_grind_balance = -40.0f;
-VG_STATIC void player__skate_register(void)
-{
+static void player__skate_register(void){
VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_spring, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_aligment, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmthrow_steer, flags=VG_VAR_CHEAT );
}
-VG_STATIC void player__skate_bind ( player_instance *player );
-VG_STATIC void player__skate_pre_update ( player_instance *player );
-VG_STATIC void player__skate_update ( player_instance *player );
-VG_STATIC void player__skate_post_update ( player_instance *player );
-VG_STATIC void player__skate_im_gui ( player_instance *player );
-VG_STATIC void player__skate_animate ( player_instance *player );
-VG_STATIC void player__skate_pose ( player_instance *player );
-VG_STATIC void player__skate_post_animate ( player_instance *player );
-VG_STATIC void player__skate_reset ( player_instance *player,
- ent_spawn *rp );
-
-VG_STATIC void player__skate_clear_mechanics( player_instance *player );
-VG_STATIC void player__skate_reset_animator( player_instance *player );
-VG_STATIC void player__approximate_best_trajectory( player_instance *player );
+static void player__skate_bind (void);
+static void player__skate_pre_update (void);
+static void player__skate_update (void);
+static void player__skate_post_update (void);
+static void player__skate_im_gui (void);
+static void player__skate_animate (void);
+static void player__skate_pose (void *animator, player_pose *pose);
+static void player__skate_post_animate (void);
+static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data );
+static void player__skate_sfx_oneshot ( u8 id, v3f pos, f32 volume );
+
+static void player__skate_clear_mechanics(void);
+static void player__skate_reset_animator(void);
+static void player__approximate_best_trajectory(void);
+
+struct player_subsystem_interface static player_subsystem_skate = {
+ .system_register = player__skate_register,
+ .bind = player__skate_bind,
+ .pre_update = player__skate_pre_update,
+ .update = player__skate_update,
+ .post_update = player__skate_post_update,
+ .im_gui = player__skate_im_gui,
+ .animate = player__skate_animate,
+ .pose = player__skate_pose,
+ .post_animate = player__skate_post_animate,
+ .network_animator_exchange = player__skate_animator_exchange,
+ .sfx_oneshot = player__skate_sfx_oneshot,
+
+ .animator_data = &player_skate.animator,
+ .animator_size = sizeof(player_skate.animator),
+ .name = "Skate"
+};
#endif /* PLAYER_SKATE_H */