forsenRun
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
index 0a29caa9b9b0f8fc14e9c2eedb7961db3a5b217d..ee1a236e4273fe79303477c25b5e6cdcc41a91ca 100644 (file)
@@ -5,6 +5,8 @@
 
 #define SKATE_CCD
 
+typedef struct jump_info jump_info;
+
 struct player_skate
 {
    struct
@@ -12,6 +14,7 @@ struct player_skate
       enum skate_activity
       {
          k_skate_activity_air,
+         k_skate_activity_air_to_grind,
          k_skate_activity_ground,
          k_skate_activity_undefined,
          k_skate_activity_grind_any,
@@ -42,17 +45,9 @@ struct player_skate
       v3f   trick_vel,     /* measured in units of TAU/s */
             trick_euler;   /* measured in units of TAU */
       float trick_time;
-
-
       float gravity_bias;
-#if 0
-      m3x3f velocity_bias,
-            velocity_bias_pstep;
-      v3f apex;
-#endif
 
       v3f up_dir;
-
       v3f head_position;
 
       int lift_frames;
@@ -101,10 +96,15 @@ struct player_skate
          blend_airdir,
          blend_weight;
 
+   float slap;
+
    /* vectors representing the direction of the axels in localspace */
    v3f truckv0[2];
    v2f wobble;
 
+   audio_channel *aud_main, *aud_slide, *aud_air;
+   enum mdl_surface_prop surface, audio_surface;
+
    /*
     * Physics 
     * ----------------------------------------------------
@@ -113,7 +113,7 @@ struct player_skate
    float substep,
          substep_delta;
 
-   struct land_prediction
+   struct jump_info
    {
       v3f   log[50];
       v3f   n;
@@ -129,6 +129,7 @@ struct player_skate
       enum prediction_type
       {
          k_prediction_none,
+         k_prediction_unset,
          k_prediction_land,
          k_prediction_grind
       }
@@ -136,8 +137,9 @@ struct player_skate
 
       u32   colour;
    }
-   predictions[32];
-   u32 prediction_count;
+   possible_jumps[36];
+   u32 possible_jump_count;
+
    float land_dist;
    v3f land_normal;
 
@@ -146,7 +148,7 @@ struct player_skate
        grind_vec,
        grind_dir;
 
-   u32 frames_since_activity_change;
+   u32 grind_cooldown;
 
    float grind_strength;
 
@@ -168,7 +170,7 @@ VG_STATIC void player__skate_animate      ( player_instance *player,
                                             player_animation *anim );
 VG_STATIC void player__skate_post_animate ( player_instance *player );
 VG_STATIC void player__skate_reset        ( player_instance *player,
-                                            struct respawn_point *rp );
+                                            ent_spawn *rp );
 
 VG_STATIC void player__skate_clear_mechanics( player_instance *player );
 VG_STATIC void player__skate_reset_animator( player_instance *player );