mdl_load_animation_block( meta, world->heap );
mdl_load_mesh_block( meta, world->heap );
- /* TODO: Make this a table? */
- mdl_load_array( meta, &world->ent_gate, "ent_gate", heap );
- mdl_load_array( meta, &world->ent_camera, "ent_camera", heap );
- mdl_load_array( meta, &world->ent_spawn, "ent_spawn", heap );
- mdl_load_array( meta, &world->ent_light, "ent_light", heap );
- mdl_load_array( meta, &world->ent_route_node,"ent_route_node", heap );
- mdl_load_array( meta, &world->ent_path_index,"ent_path_index", heap );
- mdl_load_array( meta, &world->ent_checkpoint,"ent_checkpoint", heap );
- mdl_load_array( meta, &world->ent_route, "ent_route", heap );
- mdl_load_array( meta, &world->ent_water, "ent_water", heap );
- mdl_load_array( meta, &world->ent_audio_clip,"ent_audio_clip", heap );
- mdl_load_array( meta, &world->ent_audio, "ent_audio", heap );
- mdl_load_array( meta, &world->ent_volume, "ent_volume", heap );
- mdl_load_array( meta, &world->ent_traffic, "ent_traffic", heap );
- mdl_load_array( meta, &world->ent_marker, "ent_marker", heap );
- mdl_load_array( meta, &world->ent_skateshop, "ent_skateshop", heap );
- mdl_load_array( meta, &world->ent_swspreview,"ent_swspreview", heap );
- mdl_load_array( meta, &world->ent_ccmd, "ent_ccmd", heap );
- mdl_load_array( meta, &world->ent_objective, "ent_objective", heap );
- mdl_load_array( meta, &world->ent_challenge, "ent_challenge", heap );
- mdl_load_array( meta, &world->ent_relay, "ent_relay", heap );
- mdl_load_array( meta, &world->ent_cubemap, "ent_cubemap", heap );
- mdl_load_array( meta, &world->ent_miniworld, "ent_miniworld", heap );
- mdl_load_array( meta, &world->ent_prop, "ent_prop", heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_gate, ent_gate, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_camera, ent_camera, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_spawn, ent_spawn, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_light, ent_light, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_route_node,ent_route_node, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_path_index,ent_path_index, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_checkpoint,ent_checkpoint, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_route, ent_route, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_water, ent_water, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_audio_clip,ent_audio_clip, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_audio, ent_audio, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_volume, ent_volume, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_traffic, ent_traffic, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_marker, ent_marker, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_skateshop, ent_skateshop, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_swspreview,ent_swspreview, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_ccmd, ent_ccmd, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_objective, ent_objective, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_challenge, ent_challenge, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_relay, ent_relay, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_cubemap, ent_cubemap, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_miniworld, ent_miniworld, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_prop, ent_prop, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_region, ent_region, heap );
mdl_array_ptr infos;
- mdl_load_array( meta, &infos, "ent_worldinfo", vg_mem.scratch );
+ MDL_LOAD_ARRAY( meta, &infos, ent_worldinfo, vg_mem.scratch );
world->skybox = k_skybox_default;
if( mdl_arrcount(&infos) ){
* - this is overriden by the save state when(if) it loads */
ent_spawn *rp = world_find_spawn_by_name( world, "start" );
if( !rp ) rp = world_find_closest_spawn( world, (v3f){0.0f,0.0f,0.0f} );
-
- /* TODO: fallback to searching for a safe location using raycasts */
- assert(rp);
- v3_copy( rp->transform.co, world->player_co );
+ if( rp )
+ v3_copy( rp->transform.co, world->player_co );
+ else{
+ /* FIXME: we need to find a safe place to put the player_co using
+ * raycasts. */
+ v3_zero( world->player_co );
+ }
/* allocate leaderboard buffers */
u32 bs = mdl_arrcount(&world->ent_route)*sizeof(struct leaderboard_cache);
board->data_len = 0;
}
+ world->routes_ui = vg_linear_alloc( heap,
+ sizeof(struct route_ui)*mdl_arrcount(&world->ent_route) );
+
vg_async_call( async_world_postprocess, world, 0 );
vg_async_stall();
}