static void respawn_chooser_pre_update(void){
if( skaterift.activity != k_skaterift_respawning ) return;
- gui_helper_action( joystick_display_string(k_srjoystick_steer,2), "move" );
- if( world_static.instances[0].status == k_world_status_loaded )
- gui_helper_action( axis_display_string(k_sraxis_mworld_h), "world" );
- gui_helper_action( button_display_string(k_srbind_maccept), "spawn" );
- gui_helper_action( button_display_string(k_srbind_home), "home" );
-
if( button_down( k_srbind_mback ) ){
- srinput.enabled = 0;
+ srinput.state = k_input_state_resume;
skaterift.activity = k_skaterift_menu;
menu.page = 0xffffffff;
menu_open_page( "Main Menu", k_ent_menuitem_stack_append );
if( button_down( k_srbind_maccept ) ){
skaterift.activity = k_skaterift_default;
- srinput.enabled = 0;
+ srinput.state = k_input_state_resume;
if( respawn_chooser.spawn ){
world_static.active_instance = respawn_chooser.world_id;
- localplayer.viewable_world =
- &world_static.instances[ respawn_chooser.world_id ];
player__spawn( respawn_chooser.spawn );
}
return;
}
}
- for( u32 i=0; i<mdl_arrcount(&world->ent_gate); i++ ){
- ent_gate *gate = mdl_arritm( &world->ent_gate, i );
- if( gate->flags & k_ent_gate_nonlocal ){
- respawn_map_draw_icon( cam, k_gui_icon_rift, gate->co[0] );
- }
- }
-
for( u32 i=0; i<mdl_arrcount(&world->ent_route); i++ ){
ent_route *route = mdl_arritm( &world->ent_route, i );
respawn_world_to_plane_pos( localplayer.rb.co, respawn_chooser.plane_pos );
respawn_chooser.boom_dist = 400.0f;
respawn_chooser.home_select = 0;
+
+ gui_helper_clear();
+
+ vg_str text;
+ if( gui_new_helper( input_joy_list[k_srjoystick_steer], &text ) )
+ vg_strcat( &text, "move" );
+
+ if( gui_new_helper( input_button_list[k_srbind_mleft], &text ) )
+ vg_strcat( &text, "world" );
+
+ if( gui_new_helper( input_button_list[k_srbind_maccept], &text ) )
+ vg_strcat( &text, "spawn" );
+
+ if( gui_new_helper( input_button_list[k_srbind_home], &text ) )
+ vg_strcat( &text, "home" );
}
+#if 0
static void respawn_chooser_shader_uniforms(void){
v4f uPlayerPos, uSpawnPos;
v4_zero( uPlayerPos );
shader_scene_override_uPlayerPos( uPlayerPos );
shader_scene_override_uSpawnPos( uSpawnPos );
}
+#endif
#endif /* RESPAWN_C */