q_normalize( animator->root_q );
}
-VG_STATIC void player__walk_pose( player_instance *player ){
+VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose ){
struct player_walk *w = &player->_walk;
struct player_walk_animator *animator = &w->animator;
struct skeleton *sk = &player->playeravatar->sk;
struct player_avatar *av = player->playeravatar;
- player_pose *pose = &player->pose;
v3_copy( animator->root_co, pose->root_co );
v4_copy( animator->root_q, pose->root_q );
+ pose->board.lean = 0.0f;
float walk_norm = (float)w->anim_walk->length/30.0f,
run_norm = (float)w->anim_run->length/30.0f,
w->anim_intro = skeleton_get_anim( sk, "into_skate" );
}
-VG_STATIC void player__walk_transition( player_instance *player, v3f angles ){
+VG_STATIC void player__walk_transition( player_instance *player ){
struct player_walk *w = &player->_walk;
w->state.activity = k_walk_activity_air;