#include "camera.h"
#include "world_water.h"
+#include "player_remote.h"
/*
* Update the transform matrices for gate
}
render_world( world_inside, &world_gates.cam, layer_depth );
+ render_remote_players( world_inside, &world_gates.cam );
{
glDisable( GL_STENCIL_TEST );
/*
* Intersect specific gate
*/
-static int gate_intersect( ent_gate *gate, v3f pos, v3f last )
-{
+static int gate_intersect( ent_gate *gate, v3f pos, v3f last ){
v2f xy;
if( gate_intersect_plane( gate, pos, last, xy ) ){
/*
* Intersect all gates in the world
*/
-static ent_gate *world_intersect_gates( world_instance *world,
- v3f pos, v3f last ){
+static u32 world_intersect_gates( world_instance *world, v3f pos, v3f last ){
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_linked) ) continue;
if( gate->flags & k_ent_gate_locked ) continue;
- if( gate->flags & k_ent_gate_nonlocal ){
- if( world_static.load_state != k_world_loader_none ){
+ if( gate->flags & k_ent_gate_nonlocal )
+ if( world_static.load_state != k_world_loader_none )
continue;
- }
- }
- if( gate_intersect( gate, pos, last ) ){
- return gate;
- }
+ if( gate_intersect( gate, pos, last ) )
+ return mdl_entity_id( k_ent_gate, i );
}
- return NULL;
+ return 0;
}
/*