player.ffly = vg_lerpf( player.ffly, fly, rate*vg.time_delta );
player.frun = vg_lerpf( player.frun,
- vg_get_axis("walk/push")*0.5f+0.5f,
+ player.walk *
+ (1.0f + player.input_walk->button.value*0.5f),
2.0f*vg.time_delta );
}
mdl_keyframe air_pose[32];
{
- float target = -vg_get_axis("lookh");
+ float target = -player.input_js1h->axis.value;
player.fairdir = vg_lerpf( player.fairdir, target, 2.4f*vg.time_delta );
float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
else
{
float speed = vg.time_delta * k_look_speed;
+#if 0
player.angles[0] += vg_get_axis( "lookh" ) * speed;
player.angles[1] += vg_get_axis( "lookv" ) * speed;
player.angles[1] = vg_clampf( player.angles[1],
-k_pitch_limit, k_pitch_limit );
+#endif
float s = sinf(player.angles[0]) * 0.2f,
c = -cosf(player.angles[0]) * 0.2f;