X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=ef23ef43639eed3e367a80c432a0eaf2e3f94df1;hb=d3d41f80ec992fe4e40b8531721b7874b8a7c400;hp=ef516a1a5bf9d92ec4bc6fc387c9c230e2f26d26;hpb=409edea2cf6271956137918e4e0b4f1c2addf620;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index ef516a1..ef23ef4 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 ) @@ -238,8 +239,7 @@ VG_STATIC void player__pre_render( player_instance *player ) 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 +251,7 @@ 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 ] ) @@ -281,6 +279,10 @@ PLAYER_API void player__render( camera *cam, player_instance *player ) world_link_lighting_ub( world, _shader_model_character_view.id ); world_bind_position_texture( world, _shader_model_character_view.id, _uniform_model_character_view_g_world_depth, 2 ); + world_bind_light_array( world, _shader_model_character_view.id, + _uniform_model_character_view_uLightsArray, 3 ); + world_bind_light_index( world, _shader_model_character_view.id, + _uniform_model_character_view_uLightsIndex, 4 ); glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, player->playeravatar->sk.bone_count, @@ -313,9 +315,9 @@ 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 );