X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.h;h=ee1a236e4273fe79303477c25b5e6cdcc41a91ca;hb=6e9b9e12e1f9da0419cd4d89707c7d599512d3b8;hp=4c8bbd4afc83d93fdaf23e6226d41e2dce44fd21;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.h b/player_skate.h index 4c8bbd4..ee1a236 100644 --- a/player_skate.h +++ b/player_skate.h @@ -5,6 +5,8 @@ #define SKATE_CCD +typedef struct jump_info jump_info; + struct player_skate { struct @@ -12,6 +14,7 @@ struct player_skate enum skate_activity { k_skate_activity_air, + k_skate_activity_air_to_grind, k_skate_activity_ground, k_skate_activity_undefined, k_skate_activity_grind_any, @@ -42,14 +45,7 @@ struct player_skate v3f trick_vel, /* measured in units of TAU/s */ trick_euler; /* measured in units of TAU */ float trick_time; - - float gravity_bias; -#if 0 - m3x3f velocity_bias, - velocity_bias_pstep; - v3f apex; -#endif v3f up_dir; v3f head_position; @@ -100,10 +96,15 @@ struct player_skate blend_airdir, blend_weight; + float slap; + /* vectors representing the direction of the axels in localspace */ v3f truckv0[2]; v2f wobble; + audio_channel *aud_main, *aud_slide, *aud_air; + enum mdl_surface_prop surface, audio_surface; + /* * Physics * ---------------------------------------------------- @@ -112,7 +113,7 @@ struct player_skate float substep, substep_delta; - struct land_prediction + struct jump_info { v3f log[50]; v3f n; @@ -128,6 +129,7 @@ struct player_skate enum prediction_type { k_prediction_none, + k_prediction_unset, k_prediction_land, k_prediction_grind } @@ -135,8 +137,9 @@ struct player_skate u32 colour; } - predictions[32]; - u32 prediction_count; + possible_jumps[36]; + u32 possible_jump_count; + float land_dist; v3f land_normal; @@ -145,7 +148,7 @@ struct player_skate grind_vec, grind_dir; - u32 frames_since_activity_change; + u32 grind_cooldown; float grind_strength; @@ -167,7 +170,7 @@ VG_STATIC void player__skate_animate ( player_instance *player, player_animation *anim ); VG_STATIC void player__skate_post_animate ( player_instance *player ); VG_STATIC void player__skate_reset ( player_instance *player, - struct respawn_point *rp ); + ent_spawn *rp ); VG_STATIC void player__skate_clear_mechanics( player_instance *player ); VG_STATIC void player__skate_reset_animator( player_instance *player );