*/
#define SR_NETWORKED
-//#define VG_DEVWINDOW
+#define VG_DEVWINDOW
#include "common.h"
#include "conf.h"
#include "steam.h"
#include "player.h"
VG_STATIC struct player_avatar localplayer_avatar;
-VG_STATIC glmesh localplayer_meshes[3];
-vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
+VG_STATIC struct player_model localplayer_models[3];
+VG_STATIC struct player_board localplayer_boards[1];
#include "network.h"
#include "menu.h"
VG_STATIC void load_playermodels(void)
{
- vg_linear_clear( vg_mem.scratch );
-
- /*
- * load in other player models. This may need to be more sophisticated in
- * the futre if we have more of these guys
- */
- mdl_context ctx_default,
- ctx_outlaw,
- ctx_jordan;
-
- mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
- mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
- mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
- mdl_close( &ctx_default );
-
- mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
- mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
- mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
- mdl_close( &ctx_outlaw );
-
- mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
- mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
- mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
- mdl_close( &ctx_jordan );
+ player_model_load( &localplayer_models[0], "models/ch_new.mdl" );
+ player_model_load( &localplayer_models[1], "models/ch_outlaw.mdl" );
+ player_model_load( &localplayer_models[2], "models/ch_jordan.mdl" );
- vg_acquire_thread_sync();
- {
- mdl_unpack_glmesh( &ctx_default, &localplayer_meshes[0] );
- mdl_unpack_glmesh( &ctx_outlaw, &localplayer_meshes[1] );
- mdl_unpack_glmesh( &ctx_jordan, &localplayer_meshes[2] );
- }
- vg_release_thread_sync();
+ player_board_load( &localplayer_boards[0], "models/board_fish.mdl" );
/* FIXME: hack */
shader_model_character_view_register();
- vg_acquire_thread_sync();
- {
- vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
- }
- vg_release_thread_sync();
+ shader_model_board_view_register();
}
void temp_update_playermodel(void){
- player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
+ player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
}
VG_STATIC void vg_load(void)
player__create( &localplayer );
player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
player__use_avatar( &localplayer, &localplayer_avatar );
- player__use_mesh( &localplayer, &localplayer_meshes[cl_playermdl_id] );
- player__use_texture( &localplayer, &localplayer_texture );
+ player__use_model( &localplayer, &localplayer_models[cl_playermdl_id] );
+ player__use_board( &localplayer, &localplayer_boards[0] );
player__bind( &localplayer );
/* --------------------- */
/* load home world */
-#if 0
+#if 1
world_load( 0, "maps/mp_spawn.mdl" );
#else
world_load( 0, "maps/mp_mtzero.mdl" );
VG_STATIC void vg_ui(void)
{
+#if 0
player__im_gui( &localplayer );
+#endif
world_instance *world = get_active_world();
menu_crap_ui();