X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FSkeleton.cpp;h=b338724bf0a529062597b42eb61771eb7eb17f28;hb=c44a844d9305c4f1f7dd0479e4a3af3e90b96a1b;hp=2bffab8c6df8401d2932a16312f551d61a14a0bd;hpb=443dd85b562cc9b1584297e0eae4206d64189932;p=lugaru.git diff --git a/Source/Skeleton.cpp b/Source/Skeleton.cpp index 2bffab8..b338724 100644 --- a/Source/Skeleton.cpp +++ b/Source/Skeleton.cpp @@ -29,10 +29,8 @@ extern float multiplier; extern float gravity; extern Skeleton testskeleton; extern Terrain terrain; -extern int channels[100]; extern Objects objects; extern int environment; -extern float terraindetail; extern float camerashake; extern bool freeze; extern int detail; @@ -45,7 +43,6 @@ extern int tutoriallevel; extern int whichjointstartarray[26]; extern int whichjointendarray[26]; -extern Game * pgame; extern bool visibleloading; void dealloc2(void* param){ @@ -53,6 +50,8 @@ void dealloc2(void* param){ param=0; } +enum {boneconnect, constraint, muscle}; + void Muscle::DoConstraint(bool spinny) { static XYZ vel; @@ -193,8 +192,8 @@ float Skeleton::DoConstraints(XYZ *coords,float *scale) if(free){ freetime+=multiplier; - whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale*terraindetail); - whichpatchz=coords->z/(terrain.size/subdivision*terrain.scale*terraindetail); + whichpatchx=coords->x/(terrain.size/subdivision*terrain.scale); + whichpatchz=coords->z/(terrain.size/subdivision*terrain.scale); terrainlight=*coords; objects.SphereCheckPossible(&terrainlight, 1); @@ -713,6 +712,7 @@ void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint) void Skeleton::AddMuscle(int attach1,int attach2,float minlength,float maxlength,int type) { + const int max_muscles = 100; // FIXME: Probably can be dropped if(num_muscles=0&&attach2=0&&attach1!=attach2){ muscles[num_muscles].parent1=&joints[attach1]; muscles[num_muscles].parent2=&joints[attach2]; @@ -834,7 +834,7 @@ void Animation::Load(const char *filename, int aheight, int aattack) height=aheight; attack=aattack; - if(visibleloading)pgame->LoadingScreen(); + if(visibleloading) Game::LoadingScreen(); tfile=fopen( fixedFN, "rb" ); if(tfile){