breakup walk system and add new exit animation
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index fe6d74c59795d6c89934a6f0dd540878768c73ba..3a3d0f72a7e1b70c5f5105355dbb89cb41cdea7c 100644 (file)
--- a/player.h
+++ b/player.h
@@ -4,6 +4,7 @@
 #include "skaterift.h"
 #include "player_common.h"
 #include "network_compression.h"
+#include "player_effects.h"
 
 enum player_subsystem{
    k_player_subsystem_walk = 0,
@@ -43,6 +44,8 @@ struct player_subsystem_interface{
    void(*im_gui)(void);
    void(*animate)(void);
    void(*pose)( void *animator, player_pose *pose );
+   void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board,
+                   struct player_effects_data *effect_data );
    void(*post_animate)(void);
    void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
    void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
@@ -142,20 +145,28 @@ struct {
    mdl_context skeleton_meta;
    struct skeleton skeleton;
 
-   u32 id_hip,
-       id_chest,
-       id_ik_hand_l,
-       id_ik_hand_r,
-       id_ik_elbow_l,
-       id_ik_elbow_r,
-       id_head,
-       id_ik_foot_l,
-       id_ik_foot_r,
-       id_ik_knee_l,
-       id_ik_knee_r,
-       id_wheel_l,
-       id_wheel_r,
-       id_board;
+   u8 id_hip,
+      id_chest,
+      id_ik_hand_l,
+      id_ik_hand_r,
+      id_ik_elbow_l,
+      id_ik_elbow_r,
+      id_head,
+      id_foot_l,
+      id_foot_r,
+      id_ik_foot_l,
+      id_ik_foot_r,
+      id_ik_knee_l,
+      id_ik_knee_r,
+      id_wheel_l,
+      id_wheel_r,
+      id_board,
+      id_eyes,
+      id_world;
+
+   u8 skeleton_mirror[32];
+
+   struct player_effects_data effect_data;
 }
 static localplayer = {
    .rb = {