X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_physics.h;h=90ea030a7bd2adab89cd6dc61a9de61155b32f93;hb=47941822dae18a018c985847b052e70214a3ccc6;hp=d5b112be60d51242f64a21e5d1c7f71eedd136fa;hpb=4f96bd0040e35ecb21d353ee2b895129682d22c1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_physics.h b/player_physics.h index d5b112b..90ea030 100644 --- a/player_physics.h +++ b/player_physics.h @@ -8,7 +8,7 @@ #include "player.h" #include "camera.h" -static void apply_gravity( v3f vel, float const timestep ) +VG_STATIC void apply_gravity( v3f vel, float const timestep ) { v3f gravity = { 0.0f, -9.6f, 0.0f }; v3_muladds( vel, gravity, timestep, vel ); @@ -17,7 +17,7 @@ static void apply_gravity( v3f vel, float const timestep ) /* * Called when launching into the air to predict and adjust trajectories */ -static void player_start_air(void) +VG_STATIC void player_start_air(void) { struct player_phys *phys = &player.phys; @@ -114,7 +114,7 @@ static void player_start_air(void) /* * Main friction interface model */ -static void player_physics_control(void) +VG_STATIC void player_physics_control(void) { struct player_phys *phys = &player.phys; @@ -206,7 +206,7 @@ static void player_physics_control(void) /* * Air control, no real physics */ -static void player_physics_control_air(void) +VG_STATIC void player_physics_control_air(void) { struct player_phys *phys = &player.phys; @@ -290,7 +290,7 @@ static void player_physics_control_air(void) * Entire Walking physics model * TODO: sleep when under certain velotiy */ -static void player_walk_physics(void) +VG_STATIC void player_walk_physics(void) { struct player_phys *phys = &player.phys; rigidbody *rbf = &player.collide_front, @@ -408,7 +408,7 @@ static void player_walk_physics(void) /* * Physics collision detection, and control */ -static void player_physics(void) +VG_STATIC void player_physics(void) { struct player_phys *phys = &player.phys; /* @@ -615,18 +615,18 @@ static void player_physics(void) phys->jump = vg_clampf( phys->jump, 0.0f, 1.0f ); } -static void player_save_frame(void) +VG_STATIC void player_save_frame(void) { player.phys_gate_frame = player.phys; } -static void player_restore_frame(void) +VG_STATIC void player_restore_frame(void) { player.phys = player.phys_gate_frame; rb_update_transform( &player.phys.rb ); } -static void player_do_motion(void) +VG_STATIC void player_do_motion(void) { struct player_phys *phys = &player.phys; @@ -684,9 +684,9 @@ static void player_do_motion(void) /* * Gate intersection, by tracing a line over the gate planes */ - for( int i=0; igate; if( gate_intersect( gate, phys->rb.co, prevco ) ) @@ -732,9 +732,9 @@ static void player_do_motion(void) /* * Free camera movement */ -static void player_mouseview(void) +VG_STATIC void player_mouseview(void) { - if( gui_want_mouse() ) + if( ui_want_mouse() ) return; static v2f mouse_last, @@ -757,7 +757,7 @@ static void player_mouseview(void) player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } -static void player_freecam(void) +VG_STATIC void player_freecam(void) { player_mouseview(); @@ -782,7 +782,7 @@ static void player_freecam(void) v3_add( move_vel, player.camera_pos, player.camera_pos ); } -static int reset_player( int argc, char const *argv[] ) +VG_STATIC int reset_player( int argc, char const *argv[] ) { struct player_phys *phys = &player.phys; struct respawn_point *rp = NULL, *r;