X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.h;h=ee1a236e4273fe79303477c25b5e6cdcc41a91ca;hb=6e9b9e12e1f9da0419cd4d89707c7d599512d3b8;hp=c26e8459f08858b5b25d950fbf1281909a2852d1;hpb=0de25596501d8aba67b08c92bdab417d6947cd13;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.h b/player_skate.h index c26e845..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, @@ -42,15 +45,9 @@ struct player_skate v3f trick_vel, /* measured in units of TAU/s */ trick_euler; /* measured in units of TAU */ float trick_time; - -#if 0 - m3x3f velocity_bias, - velocity_bias_pstep; - v3f apex; -#endif + float gravity_bias; v3f up_dir; - v3f head_position; int lift_frames; @@ -96,10 +93,18 @@ struct player_skate blend_stand, blend_push, blend_jump, - blend_airdir; + 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 * ---------------------------------------------------- @@ -108,13 +113,15 @@ struct player_skate float substep, substep_delta; - struct land_prediction + struct jump_info { v3f log[50]; v3f n; v3f apex; v3f v; + float gravity; + int log_length; float score, land_dist; @@ -122,6 +129,7 @@ struct player_skate enum prediction_type { k_prediction_none, + k_prediction_unset, k_prediction_land, k_prediction_grind } @@ -129,8 +137,9 @@ struct player_skate u32 colour; } - predictions[22]; - u32 prediction_count; + possible_jumps[36]; + u32 possible_jump_count; + float land_dist; v3f land_normal; @@ -139,7 +148,7 @@ struct player_skate grind_vec, grind_dir; - u32 frames_since_activity_change; + u32 grind_cooldown; float grind_strength; @@ -161,7 +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 );