{
if( event->flags & k_ent_event_data_const_i32 )
{
- i32 new = _ent_atom_get( event->recieve_entity_id ) | event->data.const_i32;
+ i32 new = _ent_atom_get( event->recieve_entity_id ) & event->data.const_i32;
_ent_atom_set( event->recieve_entity_id, new );
vg_info( KBLU "Value of atom '%s' is now %d\n", _ent_atom_name( event->recieve_entity_id ), new );
}
for( u32 i=0; i<k_player_subsystem_max; i++ )
{
struct player_subsystem_interface *sys = player_subsystems[i];
- if( sys->system_register ) sys->system_register();
+ if( sys->system_register )
+ sys->system_register();
}
+ vg_console_reg_var( "player_battery", &localplayer.has_battery, k_var_dtype_i32, 0 );
vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
VG_VAR_F32( k_cam_damp );
VG_VAR_F32( k_cam_spring );
vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
#endif
- vg_console_reg_var( "invert_y", &k_invert_y,
- k_var_dtype_i32, VG_VAR_PERSISTENT );
+ vg_console_reg_var( "invert_y", &k_invert_y, k_var_dtype_i32, VG_VAR_PERSISTENT );
+
+ void *alloc = vg_mem.rtmemory;
+ mdl_context *mdl = &localplayer.battery;
+ mdl_open( mdl, "models/battery.mdl", alloc );
+ mdl_load_metadata_block( mdl, alloc );
+ mdl_async_full_load_std( mdl, NULL );
+ mdl_close( mdl );
}
void player__debugtext( ui_context *ctx, int size, const char *fmt, ... )
* Rendering
*/
mdl_context skeleton_meta;
+ mdl_context battery;
ms_context animations;
struct skeleton skeleton;
+ i32 has_battery;
u8 id_hip,
id_chest,
void player_glide_pre_update(void)
{
- if( button_down(k_srbind_use) ){
+ if( button_down(k_srbind_use) )
+ {
localplayer.subsystem = k_player_subsystem_skate;
localplayer.glider_orphan = 1;
/* allocate effects */
for( u32 i=0; i<VG_ARRAY_LEN(trails_glider); i ++ )
- {
trail_alloc( &trails_glider[i], 200 );
- }
}
void player_glide_transition(void)
player__begin_holdout( (v3f){0,0,0} );
}
-void render_glider_model( vg_camera *cam, world_instance *world,
- m4x3f mmdl, enum board_shader shader )
+void render_glider_model( vg_camera *cam, world_instance *world, m4x3f mmdl, enum board_shader shader, mdl_context *mdl )
{
u32 current_mat = 0xffffffff;
glActiveTexture( GL_TEXTURE0 );
-
- mdl_context *mdl = &player_glide.glider;
- mesh_bind( &player_glide.glider.mesh );
+ mesh_bind( &mdl->mesh );
for( u32 i=0; i<mdl->mesh_count; i ++ )
{
* that can hold that information instead so we can save it into
* the replay
*/
-void player_glide_render( vg_camera *cam, world_instance *world,
- player_pose *pose )
+void player_glide_render( vg_camera *cam, world_instance *world, player_pose *pose )
{
if( !((localplayer.subsystem == k_player_subsystem_glide) ||
(localplayer.observing_system == k_player_subsystem_glide) ||
WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
ms_keyframe kf_res;
- if( localplayer.glider_orphan ){
+ if( localplayer.glider_orphan )
+ {
rb_extrapolate( &player_glide.rb, kf_res.co, kf_res.q );
v3_fill( kf_res.s, 1.0f );
q_mulv( kf_res.q, (v3f){0,-0.5f,0}, temp );
v3_add( temp, kf_res.co, kf_res.co );
}
- else {
+ else
+ {
f32 target;
if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
else target = 0.0f;
vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
ms_keyframe kf_backpack;
-
struct skeleton *sk = &localplayer.skeleton;
- m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
- sk->bones[localplayer.id_chest].co,
- kf_backpack.co );
+ m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ], sk->bones[localplayer.id_chest].co, kf_backpack.co );
v4f qyaw, qpitch, qchest, q;
q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
q_normalize( kf_backpack.q );
f32 scale;
- if( player_glide.t <= 0.0f ){
+ if( player_glide.t <= 0.0f )
+ {
f32 st = player_glide.t + 1.0f,
sst = vg_smoothstepf(st),
isst= 1.0f - sst;
q_axis_angle( qspin, (v3f){0,0,1}, VG_TAUf * isst * 0.5f );
q_mul( kf_backpack.q, qspin, kf_backpack.q );
kf_backpack.co[1] += isst * 1.0f;
- v3_muladds( kf_backpack.co,
- localplayer.final_mtx[ localplayer.id_chest ][0],
- isst * 0.25f,
- kf_backpack.co );
+ v3_muladds( kf_backpack.co, localplayer.final_mtx[ localplayer.id_chest ][0], isst * 0.25f, kf_backpack.co );
}
- else{
+ else
scale = vg_lerpf( 0.2f, 1.0f, vg_smoothstepf(player_glide.t) );
- }
-
v3_fill( kf_backpack.s, scale );
-
v3_copy( pose->root_co, kf_res.co );
v4_copy( pose->root_q, kf_res.q );
v3_fill( kf_res.s, scale );
m3x3_scale( mmdl, kf_res.s );
v3_copy( kf_res.co, mmdl[3] );
- render_glider_model( cam, world, mmdl, k_board_shader_player );
+ render_glider_model( cam, world, mmdl, k_board_shader_player, &player_glide.glider );
/* totally FUCKED */
v4_copy( kf_res.q, player_glide.remote_animator.root_q );
u32 trail_count;
v3f trail_positions[2];
- mdl_context glider;
+ mdl_context glider, battery;
}
extern player_glide;
extern struct player_subsystem_interface player_subsystem_glide;
void player_glide_animator_exchange( bitpack_ctx *ctx, void *data );
void player_glide_render( vg_camera *cam, world_instance *world,
player_pose *pose );
-void render_glider_model( vg_camera *cam, world_instance *world,
- m4x3f mmdl, enum board_shader shader );
+void render_glider_model( vg_camera *cam, world_instance *world, m4x3f mmdl, enum board_shader shader, mdl_context *mdl );
void player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data );
void player_glide_equip_glider(void);
void player_glide_render_effects( vg_camera *cam );
u32 index = draw_list[j];
struct network_player *player = &netplayers.list[index];
- if( !player->render_glider ) continue;
+ if( !player->render_glider )
+ continue;
if( player->render_glider )
{
v3f *glider_mtx = netplayers.glider_mtx[ index ];
- render_glider_model( cam, world, glider_mtx, k_board_shader_entity );
+ render_glider_model( cam, world, glider_mtx, k_board_shader_entity, &player_glide.glider );
}
}
}
}
}
-#if 0
-void player__animate_from_replay( replay_buffer *replay )
-{
- VG_ASSERT(0);
- replay_frame *frame = replay->cursor_frame,
- *next = NULL;
- if( frame )
- {
- next = frame->r;
-
- struct player_subsystem_interface *sys0 = player_subsystems[frame->system];
- void *a0 = replay_frame_data( frame, k_replay_framedata_animator );
-
- struct replay_glider_data
- *g0 = replay_frame_data( frame, k_replay_framedata_glider ),
- *g1;
-
- f32 t = 0.0f;
-
- if( next )
- {
- t = replay_subframe_time( replay );
-
- player_pose pose0, pose1;
- struct player_subsystem_interface *sys1 = player_subsystems[next->system];
- void *a1 = replay_frame_data( next, k_replay_framedata_animator );
-
- sys0->pose( a0, &pose0 );
- sys1->pose( a1, &pose1 );
-
- lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
- g1 = replay_frame_data( next, k_replay_framedata_glider );
- }
- else
- {
- sys0->pose( a0, &localplayer.pose );
- g1 = NULL;
- }
-
- player__observe_system( frame->system );
- if( sys0->sfx_comp )
- sys0->sfx_comp( a0 );
-
- if( g0 )
- {
- if( g0->glider_orphan )
- {
- if( g1 )
- {
- v3_lerp( g0->co, g1->co, t, player_glide.rb.co );
- q_nlerp( g0->q, g1->q, t, player_glide.rb.q );
- }
- else
- {
- v3_copy( g0->co, player_glide.rb.co );
- v4_copy( g0->q, player_glide.rb.q );
- }
-
- rb_update_matrices( &player_glide.rb );
- }
-
- if( g1 )
- player_glide.t = vg_lerpf( g0->t, g1->t, t );
- else
- player_glide.t = g0->t;
-
- localplayer.have_glider = g0->have_glider;
- localplayer.glider_orphan = g0->glider_orphan;
- }
- else /* no glider data in g1, or edge case we dont care about */
- {
- localplayer.have_glider = 0;
- localplayer.glider_orphan = 0;
- player_glide.t = 0.0f;
- }
- }
- else return;
-
- apply_full_skeleton_pose( &localplayer.skeleton, &localplayer.pose, localplayer.final_mtx );
-}
-#endif
-
void player__pre_render(void)
{
/* shadowing/ao info */
glEnable( GL_CULL_FACE );
player_glide_render( cam, world, &localplayer.pose );
+
+ if( localplayer.has_battery )
+ {
+ ms_keyframe kf_backpack;
+ struct skeleton *sk = &localplayer.skeleton;
+ m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ], sk->bones[localplayer.id_chest].co, kf_backpack.co );
+
+ v4f qyaw, qpitch, qchest, q;
+ q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
+ q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
+ m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
+ q_mul( qyaw, qpitch, q );
+ q_mul( qchest, q, kf_backpack.q );
+ q_normalize( kf_backpack.q );
+ v3_fill( kf_backpack.s, 0.2f );
+
+ m4x3f mmdl;
+ q_m3x3( kf_backpack.q, mmdl );
+ m3x3_scale( mmdl, kf_backpack.s );
+ v3_copy( kf_backpack.co, mmdl[3] );
+ render_glider_model( cam, world, mmdl, k_board_shader_player, &localplayer.battery );
+ }
+
glDisable( GL_CULL_FACE );
}
m4x4_mulv( cam->mtx.pv, v, v );
v2_divs( v, v[3], v );
+ u32 selected_type = mdl_entity_id_type( world_map.selected_entity_id ),
+ selected_index = mdl_entity_id_id( world_map.selected_entity_id );
+ if( (selected_type == k_ent_spawn) && (world_map.spawn_timer > 0.0f) )
+ {
+ f32 t = vg_smoothstepf( world_map.spawn_timer );
+ size *= t;
+ }
+
gui_draw_icon( icon, (v2f){ v[0]*0.5f+0.5f,v[1]*0.5f+0.5f }, size );
}
scale = vg_smoothstepf( vg_clampf( 5.0f-dist*5.0f, 0.0f,1.0f ) );
m3x3_scalef( mdl, scale );
- render_glider_model( cam, world, mdl, k_board_shader_entity );
+ render_glider_model( cam, world, mdl, k_board_shader_entity, &player_glide.glider );
}
cutscene_render( world, cam );