player->subsystem = k_player_subsystem_drive;
}
else{
- if( !player_get_player_board(player) )
- return;
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
+
+ if( !board ) return;
if( w->state.activity == k_walk_activity_ground ){
if( player_walk_scan_for_drop_in( player ) ){
}
}
}
+ else if( button_down( k_srbind_jump ) && !player->immobile ){
+ w->state.jump_queued = 1;
+ w->state.jump_input_time = vg.time;
+ }
}
VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
{
struct player_walk *w = &player->_walk;
v3_copy( player->rb.co, w->state.prev_pos );
+ v3_zero( player->rb.w );
world_instance *world = world_current_instance();
nominal_speed = k_walkspeed;
/* jump */
- if( button_down( k_srbind_jump ) ){
- float d = v3_dot( player->basis[1], player->rb.v );
- v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
- v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
- w->state.activity = k_walk_activity_air;
- prev_state = k_walk_activity_air;
- accel_speed = k_walk_air_accel;
- nominal_speed = k_airspeed;
+ if( w->state.jump_queued ){
+ w->state.jump_queued = 0;
+
+ f32 t = vg.time - w->state.jump_input_time;
+ if( t < PLAYER_JUMP_EPSILON ){
+ float d = v3_dot( player->basis[1], player->rb.v );
+ v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
+ v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
+ w->state.activity = k_walk_activity_air;
+ prev_state = k_walk_activity_air;
+ accel_speed = k_walk_air_accel;
+ nominal_speed = k_airspeed;
+ }
}
else{
player_friction( player->rb.v );