#else
#include "player_interface.h"
#include "player_device_walk.h"
+#include "player_device_skate.h"
+#include "player_device_dead.h"
#include "player_model.h"
/* temp */
VG_STATIC player_interface localplayer;
VG_STATIC struct player_device_walk localplayer_walk;
+VG_STATIC struct player_device_skate localplayer_skate;
+VG_STATIC struct player_device_dead localplayer_dead;
VG_STATIC struct player_avatar localplayer_avatar;
VG_STATIC glmesh localplayer_meshes[3];
}
+VG_STATIC int __kill( int argc, const char *argv[] )
+{
+ player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
+ return 0;
+}
+
VG_STATIC int __respawn( int argc, const char *argv[] )
{
struct respawn_point *rp = NULL, *r;
{
g_conf_init();
+ common_var_temp();
+
vg_var_push( (struct vg_var){
.name = "cl_ui",
.data = &cl_ui,
//.poll_suggest = reset_player_poll
});
+ vg_function_push( (struct vg_cmd) {
+ .name = "ded",
+ .function = __kill,
+ //.poll_suggest = reset_player_poll
+ });
+
vg_info(" Copyright . . . -----, ,----- ,---. .---. \n" );
vg_info(" 2021-2022 |\\ /| | / | | | | /| \n" );
vg_info(" | \\ / | +-- / +----- +---' | / | \n" );
player_use_avatar( &localplayer, &localplayer_avatar );
player_use_mesh( &localplayer, &localplayer_meshes[0] );
player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
+ player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
/* --------------------- */
/* Draw world */
glEnable( GL_DEPTH_TEST );
-
render_world( &main_camera );