#if 0
#include "player.h"
#else
+
+#include "player.h"
+VG_STATIC player_instance localplayer;
+
+#if 0
+
#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;
+#endif
+
VG_STATIC struct player_avatar localplayer_avatar;
VG_STATIC glmesh localplayer_meshes[3];
+vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
#endif
VG_STATIC int __kill( int argc, const char *argv[] )
{
+#if 0
player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
+#endif
return 0;
}
rp = &world.spawns[0];
}
- player_spawn( &localplayer, rp );
+ player__spawn( &localplayer, rp );
return 1;
}
shader_viewchar_register();
vg_acquire_thread_sync();
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+ vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
}
vg_release_thread_sync();
}
vg_loader_step( load_playermodels, NULL );
/* player setup */
- player_interface_create_player( &localplayer );
-
+ player__create( &localplayer );
player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
- 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 );
+ player__use_avatar( &localplayer, &localplayer_avatar );
+ player__use_mesh( &localplayer, &localplayer_meshes[0] );
+ player__use_texture( &localplayer, &localplayer_texture );
+ player__bind( &localplayer );
/* --------------------- */
player_update_pre();
#endif
- player_pre_update( &localplayer );
+ player__pre_update( &localplayer );
world_update( localplayer.rb.co );
}
}
vehicle_update_fixed();
#endif
- player_update( &localplayer );
+ player__update( &localplayer );
}
}
}
#endif
- player_post_update( &localplayer );
+ player__post_update( &localplayer );
#if 0
menu_update();
/* Draw player to window buffer and blend background ontop */
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- player_render( &small_cam, &localplayer );
+ player__render( &small_cam, &localplayer );
}
VG_STATIC void render_scene(void)
player_draw = 1;
if( !player_transparent && player_draw )
- player_render( &main_camera, &localplayer );
+ player__render( &main_camera, &localplayer );
render_water_texture( &main_camera );
render_fb_bind( gpipeline.fb_main );
* TODO: blend with camera from menu */
/* FIXME: TEMP!! */
- player_pre_render( &localplayer );
+ player__pre_render( &localplayer );
v3_copy( localplayer.cam.pos, main_camera.pos );
v3_copy( localplayer.cam.angles, main_camera.angles );
VG_STATIC void run_light_widget( struct light_widget *lw );
VG_STATIC void vg_ui(void)
{
- player_ui( &localplayer );
+ player__im_gui( &localplayer );
#if 0
menu_crap_ui();