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authorneoraider <devnull@localhost>2007-06-12 19:19:01 +0200
committerneoraider <devnull@localhost>2007-06-12 19:19:01 +0200
commitf5c8fc72ca1801a7771a75d652c58754b36db768 (patch)
treef8fcd8218e040274500115b6258544039697d325 /player.c
parenta4339f057080f9d8ea51dec8dfbc5a29ab586215 (diff)
downloadlibzoom-f5c8fc72ca1801a7771a75d652c58754b36db768.tar
libzoom-f5c8fc72ca1801a7771a75d652c58754b36db768.zip
libzoom: Added gates to level loader;
zoom: Added gate to level; some Makefile.am changes
Diffstat (limited to 'player.c')
-rw-r--r--player.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/player.c b/player.c
index 77c0704..00a2e7a 100644
--- a/player.c
+++ b/player.c
@@ -114,7 +114,7 @@ void DoInput(int delta) {
move.x = -c;
move.z = -s;
}
- if(input & INPUT_OPEN) {
+ /*if(input & INPUT_OPEN) {
for(i = 0; i < level->rooms[room].nGates; i++) {
if(level->rooms[room].gateinfo[i].state != STATE_CLOSED) continue;
if(CollisionSphereTriangle(player.pos, 1.0, level->rooms[room].gates[i].walls[0].triangle) ||
@@ -123,7 +123,7 @@ void DoInput(int delta) {
level->rooms[room].gateinfo[i].timer = 1000;
}
}
- }
+ }*/
}
pos = VectorAdd(player.pos, VectorMul(move, delta/150.0));
@@ -162,21 +162,21 @@ void DoInput(int delta) {
}*/
falling = 1;
for(i = 0; i < level->rooms[room].nWalls; i++) {
- if(level->rooms[room].walls[i].type == TRIANGLE_WALL &&
+ if(/*level->rooms[room].walls[i].type == TRIANGLE_WALL &&*/
CollisionMovingSphereTriangle(VectorSub(pos, VectorMul(move, delta/150.0)), 0.3, move, delta/150.0, level->rooms[room].walls[i].triangle)) {
pos = player.pos;
- if(player.room != room) {
+ /*if(player.room != room) {
level->rooms[room].gateinfo[g].state = STATE_CLOSED;
g = level->rooms[room].gates[g].gate;
room = player.room;
level->rooms[room].gateinfo[g].state = STATE_OPENED;
- }
+ }*/
s = player.rotysin;
c = player.rotycos;
falling = 0;
break;
}
- else if(level->rooms[room].walls[i].type == TRIANGLE_FLOOR) {
+ //else if(level->rooms[room].walls[i].type == TRIANGLE_FLOOR) {
pos.y -= 1.81;
if(CollisionPointTriangle(pos, level->rooms[room].walls[i].triangle)) {
falling = 0;
@@ -184,14 +184,14 @@ void DoInput(int delta) {
if(wasfalling && CollisionRayTriangle(pos, v, level->rooms[room].walls[i].triangle, &f)) pos.y -= f - 1.8;
}
else pos.y += 1.81;
- }
+ //}
}
player.pos = pos;
player.room = room;
player.rotysin = s;
player.rotycos = c;
- for(i = 0; i < level->rooms[player.room].nThings; i++) {
+ /*for(i = 0; i < level->rooms[player.room].nThings; i++) {
pos = VectorSub(level->rooms[player.room].things[i].pos, player.pos);
pos.y += 0.9;
switch(level->rooms[player.room].things[i].type) {
@@ -214,7 +214,7 @@ void DoInput(int delta) {
else level->rooms[player.room].gateinfo[i].state = STATE_CLOSED;
}
else level->rooms[player.room].gateinfo[i].timer -= delta;
- }
+ }*/
static int lightpos = 0;