int jump_queued;
f64 jump_input_time;
+
+ f32 walk_timer;
+ int step_phase;
}
state;
- f32 move_speed,
- walk_timer;
-
- int step_phase;
+ f32 move_speed;
enum mdl_surface_prop surface;
struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
run,
walk;
+ f32 walk_timer;
+
v3f foot_anchor;
enum walk_outro outro_type;
f32 outro_t,
VG_STATIC void player__walk_update ( player_instance *player );
VG_STATIC void player__walk_post_update ( player_instance *player );
VG_STATIC void player__walk_animate ( player_instance *player );
-VG_STATIC void player__walk_pose ( player_instance *player );
+VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose );
VG_STATIC void player__walk_post_animate( player_instance *player );
VG_STATIC void player__walk_im_gui ( player_instance *player );
VG_STATIC void player__walk_bind ( player_instance *player );
-VG_STATIC void player__walk_transition ( player_instance *player, v3f angles );
+VG_STATIC void player__walk_transition ( player_instance *player );
VG_STATIC void player__walk_reset ( player_instance *player,
ent_spawn *rp );
VG_STATIC void player__walk_restore( player_instance *player );