|
|
|
@ -1188,6 +1188,13 @@ EntityID create_spacestation(GameState* gs)
|
|
|
|
|
return get_id(gs, grid);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void exit_seat(GameState *gs, Entity *seat_in, Entity *player)
|
|
|
|
|
{
|
|
|
|
|
V2 pilot_seat_exit_spot = V2add(entity_pos(seat_in), V2scale(box_facing_vector(seat_in), BOX_SIZE));
|
|
|
|
|
cpBodySetPosition(player->body, v2_to_cp(pilot_seat_exit_spot));
|
|
|
|
|
cpBodySetVelocity(player->body, v2_to_cp(player_vel(gs, player)));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void process(GameState* gs, float dt)
|
|
|
|
|
{
|
|
|
|
|
assert(gs->space != NULL);
|
|
|
|
@ -1204,6 +1211,11 @@ void process(GameState* gs, float dt)
|
|
|
|
|
p = new_entity(gs);
|
|
|
|
|
create_player(gs, p);
|
|
|
|
|
player->entity = get_id(gs, p);
|
|
|
|
|
Entity* medbay = get_entity(gs, player->last_used_medbay);
|
|
|
|
|
if (medbay != NULL)
|
|
|
|
|
{
|
|
|
|
|
exit_seat(gs, medbay, p);
|
|
|
|
|
}
|
|
|
|
|
entity_ensure_in_orbit(p);
|
|
|
|
|
}
|
|
|
|
|
assert(p->is_player);
|
|
|
|
@ -1239,6 +1251,7 @@ void process(GameState* gs, float dt)
|
|
|
|
|
{
|
|
|
|
|
p->currently_inside_of_box = get_id(gs, potential_seat);
|
|
|
|
|
potential_seat->player_who_is_inside_of_me = get_id(gs, p);
|
|
|
|
|
player->last_used_medbay = p->currently_inside_of_box;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -1249,9 +1262,7 @@ void process(GameState* gs, float dt)
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
V2 pilot_seat_exit_spot = V2add(entity_pos(seat_maybe_in), V2scale(box_facing_vector(seat_maybe_in), BOX_SIZE));
|
|
|
|
|
cpBodySetPosition(p->body, v2_to_cp(pilot_seat_exit_spot));
|
|
|
|
|
cpBodySetVelocity(p->body, v2_to_cp(player_vel(gs, p)));
|
|
|
|
|
exit_seat(gs, seat_maybe_in, p);
|
|
|
|
|
seat_maybe_in->player_who_is_inside_of_me = (EntityID){ 0 };
|
|
|
|
|
p->currently_inside_of_box = (EntityID){ 0 };
|
|
|
|
|
}
|
|
|
|
|