VG_STATIC struct player_avatar localplayer_avatar;
VG_STATIC struct player_model localplayer_models[3];
VG_STATIC struct player_board localplayer_boards[1];
+VG_STATIC int skaterift_status = 0;
#include "network.h"
#include "menu.h"
player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
}
+VG_STATIC void async_skaterift_complete( void *payload, u32 size )
+{
+ skaterift_status = 1;
+
+ localplayer.viewable_world = get_active_world();
+ localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
+}
+
VG_STATIC void vg_load(void)
{
vg_loader_step( render_init, NULL );
#endif
vg_console_load_autos();
-}
-VG_STATIC void vg_start(void)
-{
- localplayer.viewable_world = get_active_world();
- localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
+ vg_async_item *call = vg_async_alloc(0);
+ vg_async_dispatch( call, async_skaterift_complete );
}
VG_STATIC void draw_origin_axis(void)
{
steam_update();
- if( vg.is_loaded ){
+ if( skaterift_status == 1 ){
draw_origin_axis();
network_update();
VG_STATIC void vg_update_fixed(void)
{
- if( vg.is_loaded ){
+ if( skaterift_status == 1 ){
world_routes_fixedupdate( get_active_world() );
player__update( &localplayer );
VG_STATIC void vg_update_post(void)
{
- if( vg.is_loaded ){
+ if( skaterift_status == 1 ){
player__post_update( &localplayer );
float dist;
VG_STATIC void vg_render(void)
{
+ if( skaterift_status == 0 ){
+ _vg_loader_render();
+ return;
+ }
+
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
glViewport( 0,0, vg.window_x, vg.window_y );
VG_STATIC void vg_ui(void)
{
+ if( skaterift_status == 0 ){
+ return;
+ }
+
#if 0
player__im_gui( &localplayer );
#endif