skeleton_lerp_pose( sk, apose, bpose, l, apose );
- float idle_walk = vg_minf( l * 10.0f, 1.0f);
+ float idle_walk = vg_minf(l * 10.0f, 1.0f);
- skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
+ skeleton_sample_anim( sk, player.mdl.anim_idle, vg.time*0.1f, bpose );
skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
float kickspeed = vg_clampf(v3_length(phys->rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
float sign = vg_signf( kicks );
- speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
- speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
+ speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 6.0f*vg.time_delta);
+ speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 2.4f*vg.time_delta);
offset[0] *= 0.26f;
offset[0] += speed_wobble_2*3.0f;
/* sliding */
{
float desired = vg_clampf( lslip, 0.0f, 1.0f );
- player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
+ player.fslide = vg_lerpf( player.fslide, desired, 2.4f*vg.time_delta);
}
/* movement information */
dirx = phys->slip < 0.0f? 0.0f: 1.0f,
fly = phys->in_air? 1.0f: 0.0f;
- player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
- player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
- player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
+ player.fdirz = vg_lerpf( player.fdirz, dirz, 2.4f*vg.time_delta );
+ player.fdirx = vg_lerpf( player.fdirx, dirx, 0.6f*vg.time_delta );
+ player.ffly = vg_lerpf( player.ffly, fly, 2.4f*vg.time_delta );
}
struct skeleton *sk = &player.mdl.sk;
{
/* when the player is moving fast he will crouch down a little bit */
float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
- player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
+ player.fstand = vg_lerpf( player.fstand, stand, 6.0f*vg.time_delta );
/* stand/crouch */
float dir_frame = player.fdirz * (15.0f/30.0f),
skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
/* pushing */
- player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
+ player.fpush = vg_lerpf( player.fpush,
+ player.phys.pushing,
+ 6.0f*vg.time_delta );
- float pt = player.push_time;
+ float pt = player.phys.push_time;
if( phys->reverse > 0.0f )
skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
else
/* trick setup */
float jump_start_frame = 14.0f/30.0f;
- player.fjump = vg_lerpf( player.fjump, phys->jump, 0.14f );
+ player.fjump = vg_lerpf( player.fjump, phys->jump, 8.4f*vg.time_delta );
float setup_frame = phys->jump * jump_start_frame,
setup_blend = vg_minf( player.fjump, 1.0f );
- float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
+ float jump_frame = (vg.time - player.jump_time) + jump_start_frame;
if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
setup_frame = jump_frame;
mdl_keyframe air_pose[32];
{
float target = -vg_get_axis("horizontal");
- player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
+ 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);
static v3f lerp_cam = {0.0f,0.0f,0.0f};
v3f cam_pos;
- player.fonboard = vg_lerpf(player.fonboard, phys->on_board, ktimestep*1.0f);
+ player.fonboard = vg_lerpf( player.fonboard, phys->on_board, vg.time_delta );
if( phys->on_board )
{
}
else
{
- float speed = ktimestep * k_look_speed;
+ float speed = vg.time_delta * k_look_speed;
player.angles[0] += vg_get_axis( "horizontal" ) * speed;
player.angles[1] += vg_get_axis( "vertical" ) * speed;