From f5c8fc72ca1801a7771a75d652c58754b36db768 Mon Sep 17 00:00:00 2001 From: neoraider Date: Tue, 12 Jun 2007 17:19:01 +0000 Subject: libzoom: Added gates to level loader; zoom: Added gate to level; some Makefile.am changes --- player.c | 18 +++++++++--------- 1 file changed, 9 insertions(+), 9 deletions(-) (limited to 'player.c') 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; -- cgit v1.2.3