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some niceer ui stuff
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_walk.c
diff --git
a/player_walk.c
b/player_walk.c
index 077dfd9a823d2cffa59acb10abd16323bc14cb7a..815e4b4a70f81ade5c718023fa6ec1cd82b719a5 100644
(file)
--- a/
player_walk.c
+++ b/
player_walk.c
@@
-660,12
+660,12
@@
VG_STATIC void player__walk_post_update( player_instance *player ){
int walk_phase = 0;
int walk_phase = 0;
- if( vg_fractf(w->walk_timer) > 0.5f )
+ if( vg_fractf(w->
state.
walk_timer) > 0.5f )
walk_phase = 1;
else
walk_phase = 0;
walk_phase = 1;
else
walk_phase = 0;
- if( (w->step_phase != walk_phase) &&
+ if( (w->st
ate.st
ep_phase != walk_phase) &&
(w->state.activity == k_walk_activity_ground ) )
{
audio_lock();
(w->state.activity == k_walk_activity_ground ) )
{
audio_lock();
@@
-692,7
+692,7
@@
VG_STATIC void player__walk_post_update( player_instance *player ){
audio_unlock();
}
audio_unlock();
}
- w->step_phase = walk_phase;
+ w->st
ate.st
ep_phase = walk_phase;
}
VG_STATIC void player__walk_animate( player_instance *player ){
}
VG_STATIC void player__walk_animate( player_instance *player ){
@@
-720,11
+720,11
@@
VG_STATIC void player__walk_animate( player_instance *player ){
run_norm = 30.0f/(float)w->anim_run->length,
walk_adv = vg_lerpf( walk_norm, run_norm, w->move_speed );
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;
+ w->state.walk_timer += walk_adv * vg.time_delta;
}
}
+ else
+ w->state.walk_timer = 0.0f;
+ animator->walk_timer = w->state.walk_timer;
if( !player->immobile )
rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
if( !player->immobile )
rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
@@
-796,10
+796,11
@@
VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose ){
v3_copy( animator->root_co, pose->root_co );
v4_copy( animator->root_q, pose->root_q );
pose->board.lean = 0.0f;
v3_copy( animator->root_co, pose->root_co );
v4_copy( animator->root_q, pose->root_q );
pose->board.lean = 0.0f;
+ pose->type = k_player_pose_type_ik;
float walk_norm = (float)w->anim_walk->length/30.0f,
run_norm = (float)w->anim_run->length/30.0f,
float walk_norm = (float)w->anim_walk->length/30.0f,
run_norm = (float)w->anim_run->length/30.0f,
- t =
w
->walk_timer,
+ t =
animator
->walk_timer,
l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );