-#ifndef CHARACTER_H
+/*
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef CHARACTER_H
#define CHARACTER_H
#include "common.h"
#include "skeleton_animator.h"
#include "shaders/viewchar.h"
+static float k_ragdoll_floatyiness = 10.0f,
+ k_ragdoll_floatydrag = 1.0f;
+
vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
static void character_register(void)
*anim_slide,
*anim_air,
*anim_push, *anim_push_reverse,
- *anim_ollie;
+ *anim_ollie, *anim_ollie_reverse,
+ *anim_grabs, *anim_stop,
+ *anim_walk, *anim_run, *anim_idle;
u32 id_hip,
id_ik_hand_l,
ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
+ ch->anim_ollie_reverse = skeleton_get_anim( &ch->sk, "ollie_reverse" );
+ ch->anim_grabs = skeleton_get_anim( &ch->sk, "grabs" );
+ ch->anim_walk = skeleton_get_anim( &ch->sk, "walk" );
+ ch->anim_run = skeleton_get_anim( &ch->sk, "run" );
+ ch->anim_idle = skeleton_get_anim( &ch->sk, "idle_cycle" );
ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
rb_debug_constraint_limits( &pj->rb, &pp->rb, lca, pj->limits );
}
}
+
+ v4f plane = {0.0f,1.0f,0.0f,0.0f};
+ rb_effect_simple_bouyency( &pj->rb, plane, k_ragdoll_floatyiness,
+ k_ragdoll_floatydrag );
}
/* CONSTRAINTS */