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[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_walk.c
diff --git
a/player_walk.c
b/player_walk.c
index 7d160a7a09d0d801cb19f15bc230cb5f9b37c8f1..d8fe3d1fc86868af333c1155b1acc538d8435dc7 100644
(file)
--- a/
player_walk.c
+++ b/
player_walk.c
@@
-252,7
+252,7
@@
VG_STATIC void player__walk_pre_update( player_instance *player )
{
struct player_walk *w = &player->_walk;
{
struct player_walk *w = &player->_walk;
- if(
w->state.activity != k_walk_activity_
immobile )
+ if(
!player->
immobile )
player_look( player, player->angles );
if( w->state.outro_anim ){
player_look( player, player->angles );
if( w->state.outro_anim ){
@@
-276,7
+276,7
@@
VG_STATIC void player__walk_pre_update( player_instance *player )
return;
}
}
return;
}
}
- else if( vg_input_button_down( player->input_use ) ){
+ else if( vg_input_button_down( player->input_use )
&& !player->immobile
){
if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
player->subsystem = k_player_subsystem_drive;
}
if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
player->subsystem = k_player_subsystem_drive;
}
@@
-286,7
+286,7
@@
VG_STATIC void player__walk_pre_update( player_instance *player )
w->state.outro_type = k_walk_outro_drop_in;
w->state.outro_anim = w->anim_drop_in;
w->state.outro_start_time = vg.time;
w->state.outro_type = k_walk_outro_drop_in;
w->state.outro_anim = w->anim_drop_in;
w->state.outro_start_time = vg.time;
-
w->state.activity = k_walk_activity_immobile
;
+
player->immobile = 1
;
struct player_avatar *av = player->playeravatar;
m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
struct player_avatar *av = player->playeravatar;
m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
@@
-358,7
+358,7
@@
VG_STATIC void player__walk_update( player_instance *player )
enum walk_activity prev_state = w->state.activity;
enum walk_activity prev_state = w->state.activity;
- if(
w->state.activity == k_walk_activity_
immobile )
+ if(
player->
immobile )
return;
w->collider.height = 2.0f;
return;
w->collider.height = 2.0f;
@@
-844,7
+844,6
@@
VG_STATIC void player__walk_im_gui( player_instance *player )
(const char *[]){ "k_walk_activity_air",
"k_walk_activity_ground",
"k_walk_activity_sleep",
(const char *[]){ "k_walk_activity_air",
"k_walk_activity_ground",
"k_walk_activity_sleep",
- "k_walk_activity_immobile",
"k_walk_activity_lockedmove" }
[w->state.activity] );
player__debugtext( 1, "surface: %s\n",
"k_walk_activity_lockedmove" }
[w->state.activity] );
player__debugtext( 1, "surface: %s\n",