X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=respawn.c;h=0cee183b94755a9300bb21e69d599707acea82dc;hb=f252ecb6f870260e0e944579ef732b94d1ed0ebe;hp=98b9bcd43ba07cc0d3a1a33866f1771c3e63c188;hpb=f2c3e6ffba0231be14961f0149106cecbade8124;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/respawn.c b/respawn.c index 98b9bcd..0cee183 100644 --- a/respawn.c +++ b/respawn.c @@ -79,9 +79,9 @@ VG_STATIC void respawn_chooser_pre_update(void){ gui_helper_action( joystick_display_string(k_srjoystick_steer,2), "move" ); if( world_static.instances[0].status == k_world_status_loaded ) - gui_helper_action( axis_display_string(k_sraxis_mbrowse_h), "world" ); + gui_helper_action( axis_display_string(k_sraxis_mworld_h), "world" ); gui_helper_action( button_display_string(k_srbind_maccept), "spawn" ); - gui_helper_action( axis_display_string(k_sraxis_mbrowse_v), "home" ); + gui_helper_action( button_display_string(k_srbind_home), "home" ); if( button_down( k_srbind_mback ) ){ srinput.enabled = 0; @@ -104,30 +104,23 @@ VG_STATIC void respawn_chooser_pre_update(void){ return; } - if( button_down( k_srbind_mleft ) ){ + if( button_down( k_srbind_world_left ) ){ if( respawn_chooser.world_id > 0 ) respawn_chooser_setworld( respawn_chooser.world_id-1 ); } - if( button_down( k_srbind_mright ) ){ + if( button_down( k_srbind_world_right ) ){ u32 next = respawn_chooser.world_id+1; if( next < vg_list_size(world_static.instances) ) respawn_chooser_setworld( next ); } - if( button_down(k_srbind_mup) ){ + if( button_down(k_srbind_home) ){ respawn_chooser.home_select ++; if( respawn_chooser.home_select >= vg_list_size(respawn_homes) ) respawn_chooser.home_select = 0; respawn_chooser_gohome(); } - else if( button_down(k_srbind_mdown) ){ - if( respawn_chooser.home_select == 0 ) - respawn_chooser.home_select = vg_list_size(respawn_homes)-1; - else - respawn_chooser.home_select --; - respawn_chooser_gohome(); - } world_instance *world = &world_static.instances[ respawn_chooser.world_id ]; v3f *bbx = world->scene_geo.bbx; @@ -215,6 +208,9 @@ VG_STATIC void respawn_chooser_shader_uniforms(void){ if( respawn_chooser.spawn ) v3_copy( respawn_chooser.spawn->transform.co, uSpawnPos ); + uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos); + uSpawnPos[3] = 1.0f/uPlayerPos[3]; + shader_scene_override_uPlayerPos( uPlayerPos ); shader_scene_override_uSpawnPos( uSpawnPos ); }