X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=d2e8d6f4a671b10926d0770b06896c3736cf06db;hb=4b8aac300ee193cfa12011dfe0238cfe7d7ffce7;hp=ee799d072e073c0d80270a8c2a8f464eb1fd9486;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index ee799d0..d2e8d6f 100644 --- a/player.c +++ b/player.c @@ -184,7 +184,7 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) } __attribute__ ((deprecated)) -VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) +VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d ) { v3_copy( angles, d ); return; @@ -202,25 +202,26 @@ VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) * Applies gate transport to a player_interface */ PLAYER_API -void player__pass_gate( player_instance *player, struct gate_hit *hit ) +void player__pass_gate( player_instance *player, ent_gate *gate ) { - player->gate_waiting = hit->gate; + player->gate_waiting = gate; + world_routes_activate_entry_gate( get_active_world(), gate ); - m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf ); - m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth, - player->cam_velocity_smooth ); + m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); + m3x3_mulv( gate->transport, player->cam_velocity_smooth, + player->cam_velocity_smooth ); m3x3_copy( player->basis, player->basis_gate ); v4f q; - m3x3_q( hit->gate->transport, q ); + m3x3_q( gate->transport, q ); q_mul( q, player->qbasis, player->qbasis ); q_normalize( player->qbasis ); q_m3x3( player->qbasis, player->basis ); m3x3_transpose( player->basis, player->invbasis ); - if( hit->nonlocal ) - world_global.active_world = hit->nonlocal->target_map_index; + if( gate->type == k_gate_type_nonlocal ) + world_global.active_world = gate->target; } VG_STATIC void player__pre_render( player_instance *player ) @@ -230,16 +231,13 @@ VG_STATIC void player__pre_render( player_instance *player ) player_animation res; _player_animate[ player->subsystem ]( player, &res ); - /* TODO: eventually, blending code goes here */ - m4x3f transform; q_m3x3( res.root_q, transform ); v3_copy( res.root_co, transform[3] ); struct skeleton *sk = &player->playeravatar->sk; - if( player->holdout_time > 0.0f ) - { + if( player->holdout_time > 0.0f ){ skeleton_lerp_pose( sk, res.pose, player->holdout_pose, player->holdout_time, res.pose ); player->holdout_time -= vg.frame_delta * 2.0f; @@ -251,9 +249,7 @@ VG_STATIC void player__pre_render( player_instance *player ) skeleton_apply_inverses( sk ); skeleton_apply_transform( sk, transform ); -#if 0 skeleton_debug( sk ); -#endif } if( _player_post_animate[ player->subsystem ] ) @@ -317,9 +313,9 @@ PLAYER_API void player__im_gui( player_instance *player ) } PLAYER_API void player__spawn( player_instance *player, - struct respawn_point *rp ) + ent_spawn *rp ) { - v3_copy( rp->co, player->rb.co ); + v3_copy( rp->transform.co, player->rb.co ); v3_zero( player->rb.v ); v3_zero( player->rb.w ); q_identity( player->rb.q );