X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_common.c;h=4cb1a0bd77c5650187b7c884a365404fa1b5f15b;hb=16f58e6b8d79762919000b9ae8266ad55a01a870;hp=259a7987fc6bd5adda266765ce0834fe58f8c6a0;hpb=eb203257efcfe324217de9e733cc6c1371b99de6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_common.c b/player_common.c index 259a798..4cb1a0b 100644 --- a/player_common.c +++ b/player_common.c @@ -2,6 +2,7 @@ #define PLAYER_COMMON_C #include "player.h" +#include "conf.h" VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) { @@ -17,6 +18,7 @@ VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k ) angles[0] = yaw; angles[1] = pitch; + angles[2] = 0.0f; } VG_STATIC float player_get_heading_yaw( player_instance *player ) @@ -115,8 +117,10 @@ VG_STATIC void player__cam_iterate( player_instance *player ) vg.frame_delta * 8.0f, player->tpv_offset_smooth ); /* fov -- simple blend */ - /* FIXME: cl_fov */ - player->cam.fov = vg_lerpf( 97.0f, 128.0f, player->camera_type_blend ); + float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ), + fov_walk = vg_lerpf( 90.0f, 110.0f, cl_fov ); + + player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend ); /* * first person camera @@ -226,7 +230,12 @@ VG_STATIC void player__cam_iterate( player_instance *player ) VG_STATIC void player_look( player_instance *player, v3f angles ) { angles[2] = 0.0f; - v2_muladds( angles, vg.mouse_delta, 0.0025f, angles ); + + v2f mouse_input; + v2_copy( vg.mouse_delta, mouse_input ); + if( cl_invert_y ) + mouse_input[1] *= -1.0f; + v2_muladds( angles, mouse_input, 0.0025f, angles ); if( vg_input.controller_should_use_trackpad_look ){ static v2f last_input; @@ -236,6 +245,9 @@ VG_STATIC void player_look( player_instance *player, v3f angles ) v2f input = { player->input_js2h->axis.value, player->input_js2v->axis.value }; + if( cl_invert_y ) + input[1] *= -1.0f; + if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ){ v2_sub( input, last_input, vel ); v2_muls( vel, 1.0f/vg.time_delta, vel ); @@ -251,7 +263,12 @@ VG_STATIC void player_look( player_instance *player, v3f angles ) } else{ angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f; - angles[1] += player->input_js2v->axis.value * vg.time_delta * 4.0f; + + float input_y = player->input_js2v->axis.value * vg.time_delta * 4.0f; + if( cl_invert_y ) + input_y *= -1.0f; + + angles[1] += input_y; } angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );