+ f32 length = (f32)(anim->length-1) / anim->rate,
+ time = w->state.transition_t;
+
+ f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle,
+ w->state.drop_in_angle, animator->transition_t );
+ v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
+ animator->transition_t, localplayer.rb.co );
+
+ q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
+
+ /* the drop in bit */
+ v3f final_co;
+ v4f final_q;
+ player_walk_drop_in_overhang_transform( animator->transition_t,
+ final_co, final_q );
+
+ q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
+ v3_lerp( localplayer.rb.co, final_co, animator->transition_t,
+ localplayer.rb.co );
+
+ rb_update_matrices( &localplayer.rb );
+
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1],
+ -0.1f*animator->transition_t, localplayer.rb.co );
+
+ v3_copy( localplayer.rb.co, animator->root_co );
+ v4_copy( localplayer.rb.q, animator->root_q );
+
+ /* for the camera purposes only */
+ v3f init_velocity;
+ player_walk_drop_in_vector( init_velocity );
+ v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
+ v3_copy( localplayer.rb.v,
+ localplayer.cam_control.cam_velocity_smooth );
+}
+
+static void player_walk_animate_generic(void){
+ struct player_walk *w = &player_walk;
+ struct player_walk_animator *animator = &w->animator;
+
+ v4f _null;
+ rb_extrapolate( &localplayer.rb, animator->root_co, _null );
+
+ f32 walk_yaw = player_get_heading_yaw(),
+ head_yaw = localplayer.angles[0] + VG_PIf,
+ y = vg_angle_diff( head_yaw, -walk_yaw ),
+ p = vg_clampf( localplayer.angles[1],
+ -k_sit_pitch_limit, k_sit_pitch_limit );
+
+ if( fabsf(y) > k_sit_yaw_limit ){
+ y = 0.0f;
+ p = 0.0f;
+ }
+
+ animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
+ animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
+ q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
+
+ v4f qrev;
+ q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
+ q_mul( localplayer.rb.q, qrev, animator->root_q );
+}
+
+static void player__walk_animate(void){
+ struct player_walk *w = &player_walk;
+ player_pose *pose = &localplayer.pose;
+ struct player_walk_animator *animator = &w->animator;
+
+ animator->activity = w->state.activity;
+ animator->transition_t = w->state.transition_t;