+
+ if( w->state.outro_type == k_walk_outro_drop_in ){
+ float inv_rate = 1.0f / w->state.outro_anim->rate,
+ anim_frames = w->state.outro_anim->length * inv_rate,
+ step_frames = 12.0f * inv_rate,
+ commit_frames = 6.0f * inv_rate,
+ drop_frames = anim_frames - step_frames,
+ step_t = vg_minf( 1.0f, outro_time / step_frames ),
+ remaind_time = vg_maxf( 0.0f, outro_time - step_frames ),
+ dop_t = vg_minf( 1.0f, remaind_time / drop_frames ),
+ commit_t = vg_minf( 1.0f, remaind_time / commit_frames );
+
+ walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
+ w->state.drop_in_angle, step_t );
+
+ v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
+ step_t, player->rb.co );
+ q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+
+ m4x3f transform, inverse;
+ q_m3x3( dest->root_q, transform );
+ v3_copy( dest->root_co, transform[3] );
+ m4x3_invert_affine( transform, inverse );
+
+ v3f anchored_pos;
+ m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
+
+ v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos,
+ 1.0f-commit_t,
+ dest->pose[ av->id_ik_foot_r-1 ].co );
+
+
+ /* the drop in bit */
+ if( step_t >= 1.0f ){
+ v4f final_q;
+ player_walk_drop_in_overhang_transform( player, dop_t,
+ player->rb.co, final_q );
+ q_mul( final_q, dest->root_q, dest->root_q );
+
+ v4_copy( dest->root_q, player->rb.q );
+ v3_muladds( dest->root_co, player->rb.to_world[1],
+ -0.1f * dop_t, dest->root_co );
+
+ skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+ player->holdout_time = 1.0f;
+ }
+ return;
+ }
+ else{
+ v3_muladds( dest->root_co, player->rb.to_world[1],
+ -0.1f * outro_t, dest->root_co );
+
+ skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+ player->holdout_time = 1.0f;
+ }