add glider&orphan data to replay
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
index 5cf1dd11a6ce15fd040f743063198e1644fa4a78..95337b240bc1b84fe86a8aeb9ebd047c2ee68f63 100644 (file)
@@ -230,14 +230,15 @@ static void player_glide_animate(void){
 static void player_glide_pose( void *_animator, player_pose *pose ){
    struct skeleton *sk = &localplayer.skeleton;
    struct player_glide_animator *animator = _animator;
+   pose->type = k_player_pose_type_ik;
+   pose->board.lean = 0.0f;
 
    skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
 
-   /* TODO: again the offset is wrong */
    v3f temp;
-   q_mulv( pose->root_q, (v3f){0,-0.5f,0}, temp );
-
+   q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
    v3_add( animator->root_co, temp, pose->root_co );
+
    v4_copy( animator->root_q, pose->root_q );
 }
 
@@ -339,7 +340,6 @@ static void player_glide_bind(void){
    struct skeleton *sk = &localplayer.skeleton;
    player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
 
-
    void *alloc = vg_mem.rtmemory;
    mdl_context *mdl = &player_glide.glider;
 
@@ -394,9 +394,16 @@ static void player_glide_transition(void){
    player__begin_holdout( (v3f){0,0,0} );
 }
 
+/*
+ * TODO: more flexible way to call
+ *      - this depends on the current state, but we need to pass a struct in
+ *        that can hold that information instead so we can save it into 
+ *        the replay
+ */
 static void player_glide_render( camera *cam, world_instance *world,
                                  player_pose *pose ){
    if( !((localplayer.subsystem == k_player_subsystem_glide) ||
+         (localplayer.observing_system == k_player_subsystem_glide) ||
           localplayer.have_glider ||
           localplayer.glider_orphan) )
       return;
@@ -428,7 +435,10 @@ static void player_glide_render( camera *cam, world_instance *world,
       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 );
+
+      /* TODO: TEMP */
+      if( skaterift.activity != k_skaterift_replay )
+         vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
 
       mdl_keyframe kf_backpack;