+ if( w->state.activity == k_walk_activity_air )
+ rate = 2.4f;
+ else
+ rate = 9.0f;
+
+ w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
+ w->blend_run = vg_lerpf( w->blend_run,
+ w->move_speed *
+ (1.0f + player->input_walk->button.value*0.5f),
+ 2.0f*vg.time_delta );
+ }
+
+ player_pose apose, bpose;
+
+ if( w->move_speed > 0.025f )
+ {
+ /* TODO move */
+ float walk_norm = 30.0f/(float)w->anim_walk->length,
+ run_norm = 30.0f/(float)w->anim_run->length,
+ walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
+
+ w->walk_timer += walk_adv * vg.time_delta;
+ }
+ else
+ {
+ w->walk_timer = 0.0f;
+ }
+
+ float walk_norm = (float)w->anim_walk->length/30.0f,
+ run_norm = (float)w->anim_run->length/30.0f,
+ t = w->walk_timer,
+ l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
+ idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
+
+ /* walk/run */
+ skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
+ skeleton_sample_anim( sk, w->anim_run, t*run_norm, bpose );
+
+ skeleton_lerp_pose( sk, apose, bpose, l, apose );
+
+ /* idle */
+ skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+
+ /* air */
+ skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
+ skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dev->pose );
+
+ /* Create transform */
+ rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q );
+ q_axis_angle( dev->pose_root_q, (v3f){0.0f,1.0f,0.0f},
+ -w->state.angles[0]-VG_PIf*0.5f );
+}
+
+VG_STATIC void player_walk_post_animate( player_device *dev,
+ player_interface *player )
+{
+ /*
+ * Camera
+ */
+ struct player_device_walk *w = dev->storage;
+ struct player_avatar *av = player->playeravatar;
+
+ /* 3RD */
+ m3x3f angles;
+ euler_m3x3( w->state.angles, angles );
+
+ v3f cast_dir, origin;
+
+ v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
+
+ v3_muladds( origin, angles[2], 2.0f, dev->cam_3rd.pos );
+ v3_muladds( dev->cam_3rd.pos, angles[0], 0.5f, dev->cam_3rd.pos );
+
+ float t;
+ v3f n;
+ if( spherecast_world( origin, dev->cam_3rd.pos, 0.1f, &t, n ) != -1 )
+ v3_lerp( origin, dev->cam_3rd.pos, t, dev->cam_3rd.pos );
+ v3_copy( w->state.angles, dev->cam_3rd.angles );
+ dev->cam_3rd.fov = 90.0f;
+
+
+ /* 1ST */
+ /* FIXME: viewpoint entity */
+ v3f vp = {-0.1f,1.8f,0.0f};
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos );
+ v3_copy( w->state.angles, dev->cam_1st.angles );
+ dev->cam_1st.fov = 90.0f;
+
+ /* FIXME: Organize this. Its int wrong fucking place */
+ v3f vp0 = {0.0f,0.1f, 0.6f},
+ vp1 = {0.0f,0.1f,-0.6f};
+
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );