better lateflip filtering
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index e39c8196b1159e24ffb59dc7814fa6ca8ecfedb1..34ad072a8a5b5d9d27f1cf38dc174f1386cddd28 100644 (file)
 #define PLAYER_WALK_C
 
 #include "player.h"
+#include "input.h"
+#include "audio.h"
 
-VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
-{
-   struct player_walk *w = &player->_walk;
-
+static void player_walk_drop_in_vector( v3f vec ){
    v3f axis, init_dir;
-   v3_cross( player->basis[1], w->state.drop_in_normal, axis );
-   v3_cross( axis, w->state.drop_in_normal, init_dir );
+   v3_cross( (v3f){0.0f,1.0f,0.0f}, player_walk.state.drop_in_normal, axis );
+   v3_cross( axis, player_walk.state.drop_in_normal, init_dir );
    v3_normalize( init_dir );
-   v3_muls( init_dir, 7.0f, vec );
+   v3_muls( init_dir, 4.25f, vec );
 }
 
-VG_STATIC float player_xyspeed2( player_instance *player )
-{
-   v3f xy;
-   v3_muladds( player->rb.v, player->basis[1], 
-               -v3_dot( player->basis[1], player->rb.v ), xy );
-
-   return v3_length2(xy);
+static float player_xyspeed2(void){
+   return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
 }
 
-VG_STATIC void player_walk_generic_to_skate( player_instance *player,
-                                             enum skate_activity init,
-                                             float yaw )
-{
-   player->subsystem = k_player_subsystem_skate;
-
-   struct player_walk *w = &player->_walk;
-   struct player_skate *s = &player->_skate;
+static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
+   localplayer.subsystem = k_player_subsystem_skate;
 
    v3f v;
 
-   if( player_xyspeed2(player) < 0.1f * 0.1f )
-      q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, v );
+   if( player_xyspeed2() < 0.1f * 0.1f )
+      q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
    else
-      v3_copy( player->rb.v, v );
+      v3_copy( localplayer.rb.v, v );
 
-   s->state.activity_prev = k_skate_activity_ground;
-   s->state.activity = init;
+   player_skate.state.activity_prev = k_skate_activity_ground;
+   player_skate.state.activity = init;
 
    v3f dir;
    v3_copy( v, dir );
    v3_normalize( dir );
-   m3x3_mulv( player->invbasis, dir, dir );
 
-   q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(-dir[0],-dir[2]) );
-   q_mul( player->qbasis, player->rb.q, player->rb.q );
-   q_normalize( player->rb.q );
+   q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
+                 atan2f(-dir[0],-dir[2]) );
+   q_normalize( localplayer.rb.q );
 
-   q_mulv( player->rb.q, (v3f){0.0f,1.0f,0.0f}, s->state.cog );
-   v3_add( s->state.cog, player->rb.co, s->state.cog );
+   q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
+   v3_add( player_skate.state.cog, localplayer.rb.co, player_skate.state.cog );
 
-   v3_copy( v, s->state.cog_v );
-   v3_copy( v, player->rb.v );
+   v3_copy( v, player_skate.state.cog_v );
+   v3_copy( v, localplayer.rb.v );
 
-   player__skate_reset_animator( player );
-   player__skate_clear_mechanics( player );
-   rb_update_transform( &player->rb );
-   v3_copy( (v3f){yaw,0.0f,0.0f}, s->state.trick_euler );
+   player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+   player__skate_reset_animator();
+   player__skate_clear_mechanics();
+   rb_update_transform( &localplayer.rb );
+   v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
 
    if( init == k_skate_activity_air )
-      player__approximate_best_trajectory( player );
+      player__approximate_best_trajectory();
 }
 
-VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
-{
-   player->subsystem = k_player_subsystem_skate;
+static void player_walk_drop_in_to_skate(void){
+   localplayer.immobile = 0;
+   localplayer.subsystem = k_player_subsystem_skate;
 
-   struct player_walk *w = &player->_walk;
-   struct player_skate *s = &player->_skate;
-   s->state.activity_prev = k_skate_activity_ground;
-   s->state.activity = k_skate_activity_ground;
+   player_skate.state.activity_prev = k_skate_activity_ground;
+   player_skate.state.activity = k_skate_activity_ground;
 
-   player__skate_clear_mechanics( player );
-   player__skate_reset_animator( player );
+   player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+   player__skate_clear_mechanics();
+   player__skate_reset_animator();
 
    v3f init_velocity;
-   player_walk_drop_in_vector( player, init_velocity );
-
-   rb_update_transform( &player->rb );
-   v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
-   v3_copy( init_velocity, s->state.cog_v );
-   v3_copy( init_velocity, player->rb.v );
-   v3_copy( init_velocity, player->cam_velocity_smooth );
-   v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler );
+   player_walk_drop_in_vector( init_velocity );
+
+   rb_update_transform( &localplayer.rb );
+   v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, 
+               player_skate.state.cog );
+   v3_copy( init_velocity, player_skate.state.cog_v );
+   v3_copy( init_velocity, localplayer.rb.v );
+   v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
+   v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
 }
 
-VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
-                                                       float t,
-                                                       v3f co, v4f q )
-{
-   struct player_walk *w = &player->_walk;
-
+static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
    v3f axis;
-   v3_cross( player->basis[1], w->state.drop_in_normal, axis );
+   v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
    v3_normalize( axis );
 
-   float a = acosf( w->state.drop_in_normal[1] ) * t;
-
+   float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
    q_axis_angle( q, axis, a );
 
    float l = t * 0.5f,
-         heading_angle = w->state.drop_in_angle;
+         heading_angle = player_walk.state.drop_in_angle;
 
    v3f overhang;
    overhang[0] = sinf( heading_angle ) * l;
@@ -112,39 +94,35 @@ VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
    overhang[2] = cosf( heading_angle ) * l;
 
    q_mulv( q, overhang, overhang );
-   v3_add( w->state.drop_in_target, overhang, co );
+   v3_add( player_walk.state.drop_in_target, overhang, co );
 }
 
-VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   world_instance *world = get_active_world();
+static int player_walk_scan_for_drop_in(void){
+   world_instance *world = world_current_instance();
 
    v3f dir, center;
-   q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
-   v3_muladds( player->rb.co, player->rb.to_world[1], -1.0f, center );
+   q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
+   v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -1.0f, center );
 
    ray_hit samples[20];
    int sample_count = 0;
 
-   for( int i=0; i<20; i ++ )
-   {
+   for( int i=0; i<20; i ++ ){
       float t = (float)i * (1.0f/19.0f),
             s = sinf( t * VG_PIf * 0.25f ),
             c = cosf( t * VG_PIf * 0.25f );
 
       v3f ray_dir, pos;
-      v3_muls   ( player->rb.to_world[1], -c, ray_dir );
+      v3_muls   ( localplayer.rb.to_world[1], -c, ray_dir );
       v3_muladds( ray_dir, dir, -s, ray_dir );
       v3_muladds( center, ray_dir, -2.0f, pos );
 
       ray_hit *ray = &samples[ sample_count ];
       ray->dist = 2.0f;
 
-      if( ray_world( world, pos, ray_dir, ray ) )
-      {
+      if( ray_world( world, pos, ray_dir, ray, 0 ) ){
          vg_line( pos, ray->pos, VG__RED );
-         vg_line_pt3( ray->pos, 0.025f, VG__BLACK );
+         vg_line_point( ray->pos, 0.025f, VG__BLACK );
          
          sample_count ++;
       }
@@ -153,25 +131,21 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
    float min_a = 0.70710678118654752f;
    ray_hit *candidate = NULL;
 
-   if( sample_count >= 2 )
-   {
-      for( int i=0; i<sample_count-1; i++ )
-      {
+   if( sample_count >= 2 ){
+      for( int i=0; i<sample_count-1; i++ ){
          ray_hit *s0 = &samples[i],
                  *s1 = &samples[i+1];
 
          float a = v3_dot( s0->normal, s1->normal );
 
-         if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) )
-         {
+         if( (a < min_a) && (a >= -0.1f) && (s0->normal[1]>s1->normal[1]) ){
             min_a = a;
             candidate = s0;
          }
       }
    }
 
-   if( candidate )
-   {
+   if( candidate ){
       v4f pa, pb, pc;
       
       ray_hit *s0 = candidate,
@@ -181,28 +155,28 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
 
       v3_copy( s0->normal, pa );
       v3_copy( s1->normal, pb );
-      v3_cross( player->rb.to_world[1], dir, pc );
+      v3_cross( localplayer.rb.to_world[1], dir, pc );
       v3_normalize( pc );
 
       pa[3] = v3_dot( pa, s0->pos );
       pb[3] = v3_dot( pb, s1->pos );
-      pc[3] = v3_dot( pc, player->rb.co );
+      pc[3] = v3_dot( pc, localplayer.rb.co );
 
       v3f edge;
-      if( plane_intersect3( pa, pb, pc, edge ) )
-      {
-         v3_copy( edge, w->state.drop_in_target );
-         v3_copy( s1->normal, w->state.drop_in_normal );
-         v3_copy( player->rb.co, w->state.drop_in_start );
+      if( plane_intersect3( pa, pb, pc, edge ) ){
+         v3_copy( edge, player_walk.state.drop_in_target );
+         v3_copy( s1->normal, player_walk.state.drop_in_normal );
+         v3_copy( localplayer.rb.co, player_walk.state.drop_in_start );
 
-         w->state.drop_in_start_angle = player_get_heading_yaw( player );
-         w->state.drop_in_angle = atan2f( w->state.drop_in_normal[0],
-                                          w->state.drop_in_normal[2] );
+         player_walk.state.drop_in_start_angle = player_get_heading_yaw();
+         player_walk.state.drop_in_angle = 
+            atan2f( player_walk.state.drop_in_normal[0],
+                    player_walk.state.drop_in_normal[2] );
 
          /* TODO: scan multiple of these? */
          v3f oco;
          v4f oq;
-         player_walk_drop_in_overhang_transform( player, 1.0f, oco, oq );
+         player_walk_drop_in_overhang_transform( 1.0f, oco, oq );
 
          v3f va = {0.0f,0.0f,-k_board_length - 0.3f},
              vb = {0.0f,0.0f, k_board_length + 0.3f};
@@ -219,28 +193,25 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
          ray_hit ray;
          ray.dist = k_board_length*2.0f + 0.6f;
          
-         if( ray_world( world, va, v0, &ray ) )
-         {
+         if( ray_world( world, va, v0, &ray, 0 ) ){
             vg_line( va, vb, VG__RED );
-            vg_line_pt3( ray.pos, 0.1f, VG__RED );
+            vg_line_point( ray.pos, 0.1f, VG__RED );
             vg_error( "invalidated\n" );
             return 0;
          }
 
          v3_muls( v0, -1.0f, v0 );
-         if( ray_world( world, vb, v0, &ray ) )
-         {
+         if( ray_world( world, vb, v0, &ray, 0 ) ){
             vg_line( va, vb, VG__RED );
-            vg_line_pt3( ray.pos, 0.1f, VG__RED );
+            vg_line_point( ray.pos, 0.1f, VG__RED );
             vg_error( "invalidated\n" );
             return 0;
          }
 
-         player_walk_drop_in_vector( player, player->rb.v );
+         player_walk_drop_in_vector( localplayer.rb.v );
          return 1;
       }
-      else
-      {
+      else{
          vg_error( "failed to find intersection of drop in\n" );
       }
    }
@@ -248,83 +219,134 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
    return 0;
 }
 
-VG_STATIC void player__walk_pre_update( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
+static struct skeleton_anim *player_walk_outro_anim( enum walk_outro type ){
+   struct player_walk *w = &player_walk;
 
-   if( w->state.activity != k_walk_activity_immobile )
-      player_look( player, player->angles );
+   if( type >= k_walk_outro_max )
+      return NULL;
 
-   if( w->state.outro_anim )
-   {
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time;
-
-      if( outro_time >= outro_length )
-      {
-         w->state.outro_anim = NULL;
-         if( w->state.outro_type == k_walk_outro_drop_in )
-         {
-            player_walk_drop_in_to_skate( player );
+   return (struct skeleton_anim *[]){ 
+            [k_walk_outro_none]        = NULL,
+            [k_walk_outro_jump_to_air] = w->anim_jump_to_air,
+            [k_walk_outro_regular]     = w->anim_intro,
+            [k_walk_outro_drop_in]     = w->anim_drop_in
+          }[ type ];
+}
+
+
+static void player__walk_pre_update(void){
+   struct player_walk *w = &player_walk;
+
+   if( !localplayer.immobile )
+      player_look( localplayer.angles, skaterift.time_rate );
+
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+
+   if( w->state.activity == k_walk_activity_sit ){
+      if( w->state.sit_t < 1.0f )
+         w->state.sit_t = vg_minf( 1.0f, w->state.sit_t + vg.time_delta );
+
+      if( button_down(k_srbind_sit) || (v2_length2(steer)>0.2f) ||
+          button_down(k_srbind_jump) ){
+         w->state.activity = k_walk_activity_sit_up;
+      }
+      return;
+   }
+   else if( w->state.activity == k_walk_activity_sit_up ){
+      if( w->state.sit_t > 0.0f )
+         w->state.sit_t = vg_maxf( 0.0f, w->state.sit_t - vg.time_delta );
+      else 
+         w->state.activity = k_walk_activity_ground;
+
+      if( button_down(k_srbind_sit) )
+         w->state.activity = k_walk_activity_sit;
+
+      return;
+   }
+   else if( w->state.activity == k_walk_activity_ground ){
+      if( button_down(k_srbind_sit) ){
+         v3_zero( localplayer.rb.v );
+         w->state.activity = k_walk_activity_sit;
+         return;
+      }
+   }
+
+   w->state.sit_t = 0.0f;
+
+   if( w->state.outro_type ){
+      struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
+
+      f32 outro_length = (f32)anim->length / anim->rate,
+            outro_time = vg.time - w->state.outro_start_time;
+
+      if( outro_time >= outro_length ){
+         if( w->state.outro_type == k_walk_outro_drop_in ){
+            player_walk_drop_in_to_skate();
          }
-         else if( w->state.outro_type == k_walk_outro_jump_to_air )
-         {
-            player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
+         else if( w->state.outro_type == k_walk_outro_jump_to_air ){
+            player_walk_generic_to_skate( k_skate_activity_air, 0.0f );
          }
-         else
-         {
-            player_walk_generic_to_skate( player, 
-                                          k_skate_activity_ground, 1.0f );
+         else{
+            player_walk_generic_to_skate( k_skate_activity_ground, 1.0f );
          }
 
+         w->state.outro_type = k_walk_outro_none;
          return;
       }
    }
-   else if( vg_input_button_down( player->input_use ) )
-   {
-      if( w->state.activity == k_walk_activity_ground )
-      {
-         if( player_walk_scan_for_drop_in( player ) )
-         {
-            w->state.outro_type = k_walk_outro_drop_in;
-            w->state.outro_anim = w->anim_drop_in;
-            w->state.outro_start_time = vg.time;
-            w->state.activity = k_walk_activity_immobile;
-
-            struct player_avatar *av = player->playeravatar;
-            m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ], 
-                       av->sk.bones[ av->id_ik_foot_r ].co, 
-                       w->state.drop_in_foot_anchor );
+   else if( button_down( k_srbind_use ) && !localplayer.immobile ){
+      if( 0 && (v3_dist2(localplayer.rb.co,gzoomer.obj.rb.co) <= 4.0f*4.0f) ){
+         localplayer.subsystem = k_player_subsystem_drive;
+      }
+      else{
+         struct player_board *board = 
+            addon_cache_item_if_loaded( k_addon_type_board,
+                                        localplayer.board_view_slot );
+
+         if( !board ) return;
+
+         if( w->state.activity == k_walk_activity_ground ){
+            if( player_walk_scan_for_drop_in() ){
+               w->state.outro_type = k_walk_outro_drop_in;
+               w->state.outro_start_time = vg.time;
+               localplayer.immobile = 1;
+
+               u32 foot_id = localplayer.id_ik_foot_r;
+
+               m4x3_mulv( localplayer.final_mtx[ foot_id ], 
+                          localplayer.skeleton.bones[ foot_id ].co, 
+                          w->state.drop_in_foot_anchor );
+            }
+            else{
+               w->state.outro_type = k_walk_outro_regular;
+               w->state.outro_start_time = vg.time;
+               w->state.activity = k_walk_activity_lockedmove;
+
+               if( player_xyspeed2() < 0.1f * 0.1f ){
+                  q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, 
+                          localplayer.rb.v );
+               }
+            }
          }
-         else
-         {
-            w->state.outro_type = k_walk_outro_regular;
-            w->state.outro_anim = w->anim_intro;
+         else{
+            w->state.outro_type = k_walk_outro_jump_to_air;
             w->state.outro_start_time = vg.time;
-            w->state.activity = k_walk_activity_lockedmove;
-
-            if( player_xyspeed2(player) < 0.1f * 0.1f )
-               q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
+            return;
          }
       }
-      else
-      {
-         w->state.outro_type = k_walk_outro_jump_to_air;
-         w->state.outro_anim = w->anim_jump_to_air;
-         w->state.outro_start_time = vg.time;
-         return;
-      }
+   }
+   else if( button_down( k_srbind_jump ) && !localplayer.immobile ){
+      w->state.jump_queued = 1;
+      w->state.jump_input_time = vg.time;
    }
 }
 
-VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n )
-{
-   return v3_dot( n, player->basis[1] ) > 0.70710678118f;
+static int player_walk_normal_standable( v3f n ){
+   return n[1] > 0.70710678118f;
 }
 
-VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
-{
+static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
    float currentspeed = v3_dot( v, movedir ),
          addspeed     = speed - currentspeed;
 
@@ -339,8 +361,7 @@ VG_STATIC void player_accelerate( v3f v, v3f movedir, float speed, float accel )
    v3_muladds( v, movedir, accelspeed, v );
 }
 
-VG_STATIC void player_friction( v3f v )
-{
+static void player_friction( v3f v ){
    float speed = v3_length( v ),
          drop  = 0.0f,
          control = vg_maxf( speed, k_stopspeed );
@@ -356,51 +377,97 @@ VG_STATIC void player_friction( v3f v )
    v3_muls( v, newspeed, v );
 }
 
-VG_STATIC void player__walk_update( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   v3_copy( player->rb.co, w->state.prev_pos );
+static void player_walk_custom_filter( world_instance *world,
+                                          rb_ct *man, int len, f32 w ){
+   for( int i=0; i<len; i++ ){
+      rb_ct *ci = &man[i];
+      if( ci->type == k_contact_type_disabled ||
+          ci->type == k_contact_type_edge ) 
+         continue;
+
+
+      float d1 = v3_dot( ci->co, ci->n );
+
+      for( int j=0; j<len; j++ ){
+         if( j == i )
+            continue;
+
+         rb_ct *cj = &man[j];
+         if( cj->type == k_contact_type_disabled ) 
+            continue;
+
+         struct world_surface *si = world_contact_surface( world, ci ),
+                              *sj = world_contact_surface( world, cj );
+
+         if(  (sj->info.flags & k_material_flag_walking) &&
+             !(si->info.flags & k_material_flag_walking)){
+            continue;
+         }
+         
+         float d2 = v3_dot( cj->co, ci->n ),
+               d  = d2-d1;
+
+         if( fabsf( d ) <= w ){
+            cj->type = k_contact_type_disabled;
+         }
+      }
+   }
+}
+
+static void player__walk_update(void){
+   struct player_walk *w = &player_walk;
+
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
 
-   if( w->state.activity == k_walk_activity_immobile )
+   if( (w->state.activity == k_walk_activity_sit) ||
+       (w->state.activity == k_walk_activity_sit_up) ){
       return;
+   }
+
+   v3_copy( localplayer.rb.co, w->state.prev_pos );
+   v3_zero( localplayer.rb.w );
+
+   world_instance *world = world_current_instance();
+
+   if( world->water.enabled ){
+      if( localplayer.rb.co[1]+0.4f < world->water.height ){
+         player__networked_sfx( k_player_subsystem_walk, 32, 
+                                k_player_walk_soundeffect_splash,
+                                localplayer.rb.co, 1.0f );
+         player__dead_transition();
+         return;
+      }
+   }
+
+   enum walk_activity prev_state = w->state.activity;
 
    w->collider.height = 2.0f;
    w->collider.radius = 0.3f;
 
    m4x3f mtx;
-   m3x3_copy( player->rb.to_world, mtx );
-   v3_add( player->rb.co, player->basis[1], mtx[3] );
+   m3x3_copy( localplayer.rb.to_world, mtx );
+   v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
 
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
+   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
 
    rb_ct manifold[64];
    int len;
 
-   float yaw = player->angles[0];
-
-   v3f forward_dir = { sinf(yaw),          0.0f, -cosf(yaw) };
-   v3f right_dir   = { -forward_dir[2],    0.0f,  forward_dir[0] };
+   float yaw = localplayer.angles[0];
 
-   m3x3_mulv( player->basis, forward_dir, forward_dir );
-   m3x3_mulv( player->basis, right_dir,   right_dir );
+   v3f forward_dir = { -sinf(yaw),         0.0f,  cosf(yaw) };
+   v3f right_dir   = {  forward_dir[2],    0.0f, -forward_dir[0] };
 
-
-   v2f walk = { player->input_walkh->axis.value,
-                player->input_walkv->axis.value };
-
-   if( v2_length2(walk) > 0.001f )
-      v2_normalize_clamp( walk );
-
-   w->move_speed = v2_length( walk );
+   w->move_speed = localplayer.immobile? 0.0f: v2_length( steer );
 
    /* 
     * Collision detection
     */
-   world_instance *world = get_active_world();
 
    len = rb_capsule__scene( mtx, &w->collider, NULL, 
-                            &world->rb_geo.inf.scene, manifold );
-   rb_manifold_filter_coplanar( manifold, len, 0.01f );
+                            &world->rb_geo.inf.scene, manifold, 0 );
+   player_walk_custom_filter( world, manifold, len, 0.01f );
    len = rb_manifold_apply_filtered( manifold, len );
 
    v3f surface_avg = { 0.0f, 0.0f, 0.0f };
@@ -410,13 +477,11 @@ VG_STATIC void player__walk_update( player_instance *player )
 
    w->surface = k_surface_prop_concrete;
 
-   for( int i=0; i<len; i++ )
-   {
+   for( int i=0; i<len; i++ ){
       struct contact *ct = &manifold[i];
       rb_debug_contact( ct );
 
-      if( player_walk_normal_standable( player, ct->n ) )
-      {
+      if( player_walk_normal_standable( ct->n ) ){
          if( w->state.activity != k_walk_activity_lockedmove )
             w->state.activity = k_walk_activity_ground;
 
@@ -435,16 +500,17 @@ VG_STATIC void player__walk_update( player_instance *player )
     */
    float accel_speed = 0.0f, nominal_speed = 0.0f;
    v3f movedir;
-   v3_muls( right_dir,  walk[0], movedir );
-   v3_muladds( movedir, forward_dir, walk[1], movedir );
+
+   v3_muls( right_dir, steer[0], movedir );
+   v3_muladds( movedir, forward_dir, steer[1], movedir );
 
    if( w->state.activity == k_walk_activity_ground ){
       v3_normalize( surface_avg );
 
       v3f tx, ty;
-      rb_tangent_basis( surface_avg, tx, ty );
+      v3_tangent_basis( surface_avg, tx, ty );
 
-      if( v2_length2(walk) > 0.001f ){
+      if( v2_length2(steer) > 0.001f ){
          /* clip movement to the surface */
          float d = v3_dot(surface_avg,movedir);
          v3_muladds( movedir, surface_avg, -d, movedir );
@@ -454,14 +520,20 @@ VG_STATIC void player__walk_update( player_instance *player )
       nominal_speed = k_walkspeed;
 
       /* jump */
-      if( player->input_jump->button.value ){
-         v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
-         w->state.activity = k_walk_activity_air;
-         accel_speed = k_walk_air_accel;
-         nominal_speed = k_airspeed;
+      if( w->state.jump_queued ){
+         w->state.jump_queued = 0;
+
+         f32 t = vg.time - w->state.jump_input_time;
+         if( t < PLAYER_JUMP_EPSILON ){
+            localplayer.rb.v[1] = 5.0f;
+            w->state.activity = k_walk_activity_air;
+            prev_state = k_walk_activity_air;
+            accel_speed = k_walk_air_accel;
+            nominal_speed = k_airspeed;
+         }
       }
       else{
-         player_friction( player->rb.v );
+         player_friction( localplayer.rb.v );
       }
    }
    else{
@@ -469,8 +541,9 @@ VG_STATIC void player__walk_update( player_instance *player )
       nominal_speed = k_airspeed;
    }
 
-   if( v2_length2(walk) > 0.001f ){
-      player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
+   if( v2_length2( steer ) > 0.001f ){
+      player_accelerate( localplayer.rb.v, movedir, 
+                         nominal_speed, accel_speed );
       v3_normalize( movedir );
    }
    
@@ -482,64 +555,64 @@ VG_STATIC void player__walk_update( player_instance *player )
          struct contact *ct = &manifold[i];
          
          /*normal */
-         float vn = -v3_dot( player->rb.v, ct->n );
+         float vn = -v3_dot( localplayer.rb.v, ct->n );
 
          float temp = ct->norm_impulse;
          ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
          vn = ct->norm_impulse - temp;
 
-         v3_muladds( player->rb.v, ct->n, vn, player->rb.v );
+         v3_muladds( localplayer.rb.v, ct->n, vn, localplayer.rb.v );
       }
    }
 
-   /* 
-    * Depenetrate
-    */
-   v3f dt;
-   rb_depenetrate( manifold, len, dt );
-   v3_add( dt, player->rb.co, player->rb.co );
-
-   /* TODO: Stepping......
-    *
-    *        ideas; walkgrid style steps
-    */
-#if 0
-   if( w->state.activity == k_walk_activity_ground )
-   {
-      /* step */
+   /* stepping */
+   if( w->state.activity == k_walk_activity_ground||
+       prev_state == k_walk_activity_ground ){
       float max_dist = 0.4f;
 
       v3f pa, pb;
-      v3_copy( player->rb.co, pa );
+      v3_copy( localplayer.rb.co, pa );
       pa[1] += w->collider.radius + max_dist;
-
-      v3_muladds( pa, (v3f){0.0f,1.0f,0.0f}, -max_dist * 2.0f, pb );
+      v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
       vg_line( pa, pb, 0xff000000 );
 
       v3f n;
       float t;
-      if( spherecast_world( pa, pb, w->collider.radius, &t, n ) != -1 )
-      {
-         if( player_walk_normal_standable( n ) )
-         {
-            v3_lerp( pa, pb, t, player->rb.co );
-            player->rb.co[1] -= w->collider.radius;
+      if( spherecast_world( world, pa, pb, 
+                            w->collider.radius, &t, n, 0 ) != -1 ){
+         if( player_walk_normal_standable(n) ){
+            v3_lerp( pa, pb, t, localplayer.rb.co );
+            localplayer.rb.co[1] += -w->collider.radius - k_penetration_slop;
+            w->state.activity = k_walk_activity_ground;
+
+            float d = -v3_dot(n,localplayer.rb.v);
+            v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
+            localplayer.rb.v[1] += -k_gravity * k_rb_delta;
          }
       }
    }
-#endif
 
+   /* 
+    * Depenetrate
+    */
+   v3f dt;
+   rb_depenetrate( manifold, len, dt );
+   v3_add( dt, localplayer.rb.co, localplayer.rb.co );
 
    /* integrate */
-   if( w->state.activity == k_walk_activity_air )
-   {
-      v3_muladds( player->rb.v, player->basis[1], -k_gravity*k_rb_delta, 
-                  player->rb.v );
+   if( w->state.activity == k_walk_activity_air ){
+      localplayer.rb.v[1] += -k_gravity*k_rb_delta;
+   }
+
+   if( localplayer.immobile ){
+      localplayer.rb.v[0] = 0.0f;
+      localplayer.rb.v[2] = 0.0f;
    }
 
-   v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
-   v3_add( player->rb.co, player->basis[1], mtx[3] );
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
+   v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta, 
+               localplayer.rb.co );
+   v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
+   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
 
    /* 
     * CCD routine 
@@ -551,301 +624,364 @@ VG_STATIC void player__walk_update( player_instance *player )
        lwr_offs = { 0.0f, w->collider.radius, 0.0f };
 
    v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
-   v3_add( lwr_offs, player->rb.co, lwr_now );
+   v3_add( lwr_offs, localplayer.rb.co, lwr_now );
 
    v3f movedelta;
-   v3_sub( player->rb.co, w->state.prev_pos, movedelta );
+   v3_sub( localplayer.rb.co, w->state.prev_pos, movedelta );
 
    float movedist = v3_length( movedelta );
 
-   if( movedist > 0.3f )
-   {
+   if( movedist > 0.3f ){
       float t, sr = w->collider.radius-0.04f;
       v3f n;
 
-      if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n ) != -1 )
-      {
-         v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), player->rb.co );
-         player->rb.co[1] -= w->collider.radius;
-         rb_update_transform( &player->rb );
+      if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
+         v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
+         localplayer.rb.co[1] -= w->collider.radius;
+         rb_update_transform( &localplayer.rb );
 
-         v3_add( player->rb.co, player->basis[1], mtx[3] );
-         debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED );
+         v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
+         vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
       }
    }
 
-   ent_gate *gate = 
-      world_intersect_gates( world, player->rb.co, w->state.prev_pos );
-   if( gate ){
-      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
-      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+   u32 id = world_intersect_gates(world, localplayer.rb.co, w->state.prev_pos);
+   if( id ){
+      ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
+      m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
+      m3x3_mulv( gate->transport, localplayer.rb.v,  localplayer.rb.v );
 
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
-      q_mul( transport_rotation, player->rb.q, player->rb.q );
-
-      rb_update_transform( &player->rb );
+      q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
 
-      w->state_gate_storage = w->state;
-      player__pass_gate( player, gate );
+      rb_update_transform( &localplayer.rb );
+      player__pass_gate( id );
    }
+   rb_update_transform( &localplayer.rb );
 }
 
-VG_STATIC void player__walk_post_update( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
+static void player__walk_post_update(void){
+   struct player_walk *w = &player_walk;
 
    m4x3f mtx;
-   m3x3_copy( player->rb.to_world, mtx );
-   v3_add( player->rb.co, player->basis[1], mtx[3] );
+   m3x3_copy( localplayer.rb.to_world, mtx );
+   v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
 
-   float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
-   v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
-   debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+   float substep = vg.time_fixed_extrapolate;
+   v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
+   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
 
 
    /* Calculate header */
    v3f v;
-   if( player_xyspeed2(player) > 0.1f*0.1f )
-   {
-      v3f v_xy;
-      m3x3_mulv( player->invbasis, player->rb.v, v_xy );
-      float a = atan2f( v_xy[0], v_xy[2] );
-
-      q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, a );
-      q_mul( player->qbasis, player->rb.q, player->rb.q );
-      q_normalize( player->rb.q );
+   if( player_xyspeed2() > 0.1f*0.1f ){
+      float a = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
+      q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, a );
    }
 
-   vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN );
+   vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN );
    v3f p1;
    v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 );
    vg_line( w->state.drop_in_target, p1, VG__GREEN );
-   v3_muladds( w->state.drop_in_target, player->rb.to_world[1], 0.3f, p1 );
+   v3_muladds( w->state.drop_in_target, localplayer.rb.to_world[1], 0.3f, p1 );
    vg_line( w->state.drop_in_target, p1, VG__GREEN );
 
    vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE );
-   vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
+   vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK );
 
 
-   float a = player_get_heading_yaw( player );
+   float a = player_get_heading_yaw();
    p1[0] = sinf( a );
    p1[1] = 0.0f;
    p1[2] = cosf( a );
-   m3x3_mulv( player->basis, p1, p1 );
-
-   v3_add( player->rb.co, p1, p1 );
-   vg_line( player->rb.co, p1, VG__PINK );
 
+   v3_add( localplayer.rb.co, p1, p1 );
+   vg_line( localplayer.rb.co, p1, VG__PINK );
 
    int walk_phase = 0;
-   if( vg_fractf(w->walk_timer) > 0.5f )
+   if( vg_fractf(w->state.walk_timer) > 0.5f )
       walk_phase = 1;
    else
       walk_phase = 0;
 
-   if( (w->step_phase != walk_phase) && 
+   if( (w->state.step_phase != walk_phase) && 
        (w->state.activity == k_walk_activity_ground ) )
    {
       audio_lock();
       if( w->surface == k_surface_prop_concrete ){
          audio_oneshot_3d( 
-               &audio_footsteps[rand()%vg_list_size(audio_footsteps)], 
-               player->rb.co, 40.0f, 1.0f 
+               &audio_footsteps[vg_randu32(&vg.rand) % 
+                                 vg_list_size(audio_footsteps)], 
+               localplayer.rb.co, 40.0f, 1.0f 
          );
       }
       else if( w->surface == k_surface_prop_grass ){
          audio_oneshot_3d( 
-           &audio_footsteps_grass[rand()%vg_list_size(audio_footsteps_grass)],
-            player->rb.co, 40.0f, 1.0f 
+           &audio_footsteps_grass[ vg_randu32(&vg.rand) %
+                                    vg_list_size(audio_footsteps_grass)],
+            localplayer.rb.co, 40.0f, 1.0f 
          );
       }
       else if( w->surface == k_surface_prop_wood ){
          audio_oneshot_3d( 
-           &audio_footsteps_wood[rand()%vg_list_size(audio_footsteps_wood)],
-            player->rb.co, 40.0f, 1.0f 
+           &audio_footsteps_wood[ vg_randu32(&vg.rand) %
+                                    vg_list_size(audio_footsteps_wood)],
+            localplayer.rb.co, 40.0f, 1.0f 
          );
       }
       audio_unlock();
    }
 
-   w->step_phase = walk_phase;
+   w->state.step_phase = walk_phase;
 }
 
-VG_STATIC void player__walk_animate( player_instance *player, 
-                                    player_animation *dest )
-{
-   struct player_walk *w = &player->_walk;
-   struct skeleton *sk = &player->playeravatar->sk;
+static void player__walk_animate(void){
+   struct player_walk *w = &player_walk;
+   player_pose *pose = &localplayer.pose;
+   struct player_walk_animator *animator = &w->animator;
+
+   animator->outro_type = w->state.outro_type;
 
    {
-      float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
-            rate;
+      f32 fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f, 
+          rate;
 
-      if( w->state.activity == k_walk_activity_air )
-         rate = 2.4f;
-      else
-         rate = 9.0f;
+      if( w->state.activity == k_walk_activity_air ) rate = 2.4f;
+      else rate = 9.0f;
 
-      w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
-      w->blend_run = vg_lerpf( w->blend_run,
-                               w->move_speed *
-                               (1.0f + player->input_walk->button.value*0.5f),
-                               2.0f*vg.time_delta );
+      animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
+      animator->run = vg_lerpf( animator->run, w->move_speed, 
+                                2.0f*vg.time_delta);
    }
 
-   player_pose apose, bpose;
-
    if( w->move_speed > 0.025f ){
       /* TODO move */
       float walk_norm = 30.0f/(float)w->anim_walk->length,
             run_norm  = 30.0f/(float)w->anim_run->length,
             walk_adv  = vg_lerpf( walk_norm, run_norm, w->move_speed );
 
-      w->walk_timer += walk_adv * vg.time_delta;
-   }
-   else{
-      w->walk_timer = 0.0f;
+      w->state.walk_timer += walk_adv * vg.time_delta;
    }
+   else
+      w->state.walk_timer = 0.0f;
+   animator->walk_timer = w->state.walk_timer;
 
-   float walk_norm = (float)w->anim_walk->length/30.0f,
-         run_norm  = (float)w->anim_run->length/30.0f,
-         t = w->walk_timer,
-         l = vg_clampf( w->blend_run*15.0f, 0.0f, 1.0f ),
-         idle_walk = vg_clampf( (w->blend_run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
-
-   /* walk/run */
-   skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
-   skeleton_sample_anim( sk, w->anim_run,  t*run_norm, bpose );
-
-   skeleton_lerp_pose( sk, apose, bpose, l, apose );
 
-   /* idle */
-   skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
-   /* air */
-   skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
+   if( localplayer.immobile || (w->state.outro_type == k_walk_outro_drop_in) ){
+      v3_copy( localplayer.rb.co, animator->root_co );
+      v4_copy( localplayer.rb.q,  animator->root_q );
+   }
+   else{
+      rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+   }
 
-   /* Create transform */
-   rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
+   f32 walk_yaw = player_get_heading_yaw();
 
-   float walk_yaw = player_get_heading_yaw( player );
+   /* sitting */
+   animator->sit_t = w->state.sit_t;
 
-   if( w->state.outro_anim ){
-      struct player_avatar *av = player->playeravatar;
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time,
-            outro_t      = outro_time / outro_length;
+   {
+      f32 head_yaw = localplayer.angles[0] + VG_PIf,
+          y = vg_angle_diff( head_yaw, -walk_yaw ),
+          p = vg_clampf( localplayer.angles[1], 
+                           -k_sit_pitch_limit, k_sit_pitch_limit );
+
+      if( fabsf(y) > k_sit_yaw_limit ){
+         y = 0.0f;
+         p = 0.0f;
+      }
+      animator->yaw = vg_lerpf( animator->yaw, y, vg.time_delta*2.0f );
+      animator->pitch = vg_lerpf( animator->pitch, p, vg.time_delta*2.8f );
+   }
 
-      /* TODO: Compression */
-      skeleton_sample_anim_clamped( sk, w->state.outro_anim, 
-                                    outro_time, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, outro_t * 10.0f, dest->pose );
+   if( w->state.outro_type ){
+      struct skeleton_anim *anim = 
+         player_walk_outro_anim( w->state.outro_type );
+      f32 outro_length = (f32)anim->length / anim->rate,
+          outro_time = vg.time - w->state.outro_start_time;
+      animator->outro_t = outro_time / outro_length;
 
       if( w->state.outro_type == k_walk_outro_drop_in ){
-         float inv_rate      = 1.0f / w->state.outro_anim->rate,
-               anim_frames   = w->state.outro_anim->length * inv_rate,
+         float inv_rate      = 1.0f / anim->rate,
+               anim_frames   = anim->length * inv_rate,
                step_frames   = 12.0f * inv_rate,
                commit_frames = 6.0f * inv_rate,
                drop_frames   = anim_frames - step_frames,
                step_t        = vg_minf( 1.0f, outro_time / step_frames ),
                remaind_time  = vg_maxf( 0.0f, outro_time - step_frames ),
-               dop_t         = vg_minf( 1.0f, remaind_time / drop_frames ),
-               commit_t      = vg_minf( 1.0f, remaind_time / commit_frames );
+               dop_t         = vg_minf( 1.0f, remaind_time / drop_frames );
+         animator->commit_t  = vg_minf( 1.0f, remaind_time / commit_frames );
 
          walk_yaw = vg_alerpf( w->state.drop_in_start_angle, 
                                w->state.drop_in_angle, step_t );
 
          v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
-                  step_t, player->rb.co );
-         q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+                  step_t, localplayer.rb.co );
+         v3_copy( localplayer.rb.co, animator->root_co );
 
-         m4x3f transform, inverse;
-         q_m3x3( dest->root_q, transform );
-         v3_copy( dest->root_co, transform[3] );
-         m4x3_invert_affine( transform, inverse );
+         /* for the camera purposes only */
+         v3f init_velocity;
+         player_walk_drop_in_vector( init_velocity );
+         v3_muls( init_velocity, dop_t, localplayer.rb.v );
+         v3_copy( localplayer.rb.v, 
+                  localplayer.cam_control.cam_velocity_smooth );
 
-         v3f anchored_pos;
-         m4x3_mulv( inverse, w->state.drop_in_foot_anchor, anchored_pos );
+         q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, 
+                       walk_yaw + VG_PIf );
 
-         v3_lerp( dest->pose[ av->id_ik_foot_r-1 ].co, anchored_pos, 
-                  1.0f-commit_t,
-                  dest->pose[ av->id_ik_foot_r-1 ].co );
-         
+         v3_copy( w->state.drop_in_foot_anchor, animator->foot_anchor );
 
          /* the drop in bit */
          if( step_t >= 1.0f ){
+            v3f final_co;
             v4f final_q;
-            player_walk_drop_in_overhang_transform( player, dop_t, 
-                                                    player->rb.co, final_q );
-            q_mul( final_q, dest->root_q, dest->root_q );
+            player_walk_drop_in_overhang_transform( dop_t, final_co, final_q );
 
-            v4_copy( dest->root_q, player->rb.q );
-            v3_muladds( dest->root_co, player->rb.to_world[1], 
-                        -0.1f * dop_t, dest->root_co );
+            q_mul( final_q, animator->root_q, animator->root_q );
+            v3_copy( final_co, animator->root_co );
 
-            skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
-            player->holdout_time = 1.0f;
+
+            v4_copy( animator->root_q, localplayer.rb.q );
+            rb_update_transform( &localplayer.rb );
+
+            v3_muladds( animator->root_co, localplayer.rb.to_world[1], 
+                        -0.1f*dop_t, animator->root_co );
+            v3_copy( animator->root_co, localplayer.rb.co );
          }
+
          return;
       }
       else{
-         v3_muladds( dest->root_co, player->rb.to_world[1], 
-                     -0.1f * outro_t, dest->root_co );
-
-         skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
-         player->holdout_time = 1.0f;
+         v3_muladds( animator->root_co, localplayer.rb.to_world[1], 
+                     -0.1f*animator->outro_t, animator->root_co );
       }
    }
-   else{
-      skeleton_copy_pose( sk, apose, dest->pose );
+
+   q_axis_angle( animator->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
+}
+
+static void player__walk_pose( void *_animator, player_pose *pose ){
+   struct player_walk *w = &player_walk;
+   struct player_walk_animator *animator = _animator;
+   struct skeleton *sk = &localplayer.skeleton;
+
+   v3_copy( animator->root_co, pose->root_co );
+   v4_copy( animator->root_q, pose->root_q );
+   pose->board.lean = 0.0f;
+   pose->type = k_player_pose_type_ik;
+
+   float walk_norm = (float)w->anim_walk->length/30.0f,
+         run_norm  = (float)w->anim_run->length/30.0f,
+         t = animator->walk_timer,
+         l = vg_clampf( animator->run*15.0f, 0.0f, 1.0f ),
+         idle_walk = vg_clampf( (animator->run-0.1f)/(1.0f-0.1f), 0.0f, 1.0f );
+
+   /* walk/run */
+   mdl_keyframe apose[32], bpose[32];
+   skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, apose );
+   skeleton_sample_anim( sk, w->anim_run,  t*run_norm, bpose );
+
+   skeleton_lerp_pose( sk, apose, bpose, l, apose );
+
+   /* idle */
+   skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, bpose );
+   skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
+
+   /* air */
+   skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
+   skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
+
+   /* sit */
+   if( animator->sit_t > 0.0f ){
+      f32 sit_norm = (f32)(w->anim_sit->length-1)/30.0f,
+                st = vg_minf( 1.0f, animator->sit_t );
+      skeleton_sample_anim( sk, w->anim_sit, st*sit_norm, bpose );
+
+      v4f qy,qp;
+      f32 *qh = bpose[localplayer.id_head-1].q;
+      q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
+      q_axis_angle( qp, (v3f){0.0f,0.0f,1.0f}, animator->pitch*st );
+      q_mul( qy, qh, qh );
+      q_mul( qh, qp, qh );
+      q_normalize( qh );
+
+      qh = bpose[localplayer.id_chest-1].q;
+      q_axis_angle( qy, (v3f){0.0f,1.0f,0.0f}, animator->yaw*0.5f*st );
+      q_mul( qy, qh, qh );
+      q_normalize( qh );
+
+      skeleton_lerp_pose( sk, apose, bpose, vg_minf(1.0f,st*10.0f), apose );
    }
 
-   q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, walk_yaw + VG_PIf );
-   q_mul( player->qbasis, dest->root_q, dest->root_q );
-   q_normalize( dest->root_q );
+   if( animator->outro_type ){
+      struct skeleton_anim *anim = player_walk_outro_anim(animator->outro_type);
+
+      if( !anim ){
+         skeleton_copy_pose( sk, apose, pose->keyframes );
+         return;
+      }
+      
+      f32 outro_length = (f32)anim->length / anim->rate,
+          outro_time = animator->outro_t*outro_length;
+
+      skeleton_sample_anim_clamped( sk, anim, outro_time, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->outro_t*10.0f, 
+                          pose->keyframes );
+
+      if( animator->outro_type == k_walk_outro_drop_in ){
+         m4x3f transform, inverse;
+         q_m3x3( pose->root_q, transform );
+         v3_copy( pose->root_co, transform[3] );
+         m4x3_invert_affine( transform, inverse );
+
+         v3f anchored_pos;
+         m4x3_mulv( inverse, animator->foot_anchor, anchored_pos );
+
+         v3_lerp( pose->keyframes[ localplayer.id_ik_foot_r-1 ].co, 
+                  anchored_pos, 
+                  1.0f-animator->commit_t,
+                  pose->keyframes[ localplayer.id_ik_foot_r-1 ].co );
+      }
+   }
+   else
+      skeleton_copy_pose( sk, apose, pose->keyframes );
 }
 
-VG_STATIC void player__walk_post_animate( player_instance *player )
-{
+static void player__walk_post_animate(void){
    /* 
     * Camera 
     */
-   struct player_walk *w = &player->_walk;
-   struct player_avatar *av = player->playeravatar;
+   struct player_walk *w = &player_walk;
 
-   if( w->state.outro_anim )
-   {
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time,
-            outro_t      = outro_time / outro_length;
+   if( w->state.outro_type ){
+      struct skeleton_anim *anim = player_walk_outro_anim(w->state.outro_type);
 
-      player->cam_velocity_influence = outro_t;
+      f32 outro_length = (f32)anim->length / anim->rate,
+          outro_time   = vg.time - w->state.outro_start_time,
+          outro_t      = outro_time / outro_length;
+
+      localplayer.cam_velocity_influence = outro_t;
    }
    else
-      player->cam_velocity_influence = 0.0f;
+      localplayer.cam_velocity_influence = 0.0f;
 }
 
-
-VG_STATIC void player__walk_im_gui( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
-                                                 player->rb.v[1],
-                                                 player->rb.v[2] );
-   player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",player->rb.co[0],
-                                                 player->rb.co[1],
-                                                 player->rb.co[2] );
+static void player__walk_im_gui(void){
+   struct player_walk *w = &player_walk;
+   player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",localplayer.rb.v[0],
+                                                 localplayer.rb.v[1],
+                                                 localplayer.rb.v[2] );
+   player__debugtext( 1, "CO: %5.2f %5.2f %5.2f",localplayer.rb.co[0],
+                                                 localplayer.rb.co[1],
+                                                 localplayer.rb.co[2] );
    player__debugtext( 1, "activity: %s\n",
                            (const char *[]){ "k_walk_activity_air",
                                              "k_walk_activity_ground",
                                              "k_walk_activity_sleep",
-                                             "k_walk_activity_immobile",
-                                             "k_walk_activity_lockedmove" }
+                                             "k_walk_activity_lockedmove",
+                                             "k_walk_activity_sit",
+                                             "k_walk_activity_sit_up" }
                                              [w->state.activity] );
    player__debugtext( 1, "surface: %s\n",
                            (const char *[]){ "concrete",
@@ -855,19 +991,19 @@ VG_STATIC void player__walk_im_gui( player_instance *player )
                                              "metal" }
                                              [w->surface] );
 
-   if( w->state.outro_anim ){
-      float outro_length = (float)w->state.outro_anim->length /
-                                  w->state.outro_anim->rate,
-            outro_time   = vg.time - w->state.outro_start_time;
+   if( w->state.outro_type ){
+      struct skeleton_anim *anim = 
+         player_walk_outro_anim( w->state.outro_type );
+
+      f32 outro_length = (f32)anim->length / anim->rate,
+          outro_time   = vg.time - w->state.outro_start_time;
       player__debugtext( 1, "outro time: %f / %f", outro_time, outro_length );
    }
 }
 
-VG_STATIC void player__walk_bind( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
+static void player__walk_bind(void){
+   struct player_walk *w = &player_walk;
+   struct skeleton *sk = &localplayer.skeleton;
 
    w->anim_idle         = skeleton_get_anim( sk, "idle_cycle+y" );
    w->anim_walk         = skeleton_get_anim( sk, "walk+y" );
@@ -876,31 +1012,76 @@ VG_STATIC void player__walk_bind( player_instance *player )
    w->anim_jump_to_air  = skeleton_get_anim( sk, "jump_to_air" );
    w->anim_drop_in      = skeleton_get_anim( sk, "drop_in" );
    w->anim_intro        = skeleton_get_anim( sk, "into_skate" );
+   w->anim_sit          = skeleton_get_anim( sk, "sit" );
 }
 
-VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
-{
-   struct player_walk *w = &player->_walk;
+static void player__walk_transition(void){
+   struct player_walk *w = &player_walk;
    w->state.activity = k_walk_activity_air;
+   w->state.outro_type = k_walk_outro_none;
+   w->state.outro_start_time = 0.0;
+   w->state.jump_queued = 0;
+   w->state.jump_input_time = 0.0;
+   w->state.walk_timer = 0.0f;
+   w->state.step_phase = 0;
 
    v3f fwd = { 0.0f, 0.0f, 1.0f };
-   q_mulv( player->rb.q, fwd, fwd );
-   m3x3_mulv( player->invbasis, fwd, fwd );
-
-   q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, atan2f(fwd[0], fwd[2]) );
-   q_mul( player->qbasis, player->rb.q, player->rb.q );
-   q_normalize( player->rb.q );
+   q_mulv( localplayer.rb.q, fwd, fwd );
+   q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
+                 atan2f(fwd[0], fwd[2]) );
 
-   rb_update_transform( &player->rb );
+   rb_update_transform( &localplayer.rb );
 }
 
-VG_STATIC void player__walk_reset( player_instance *player, ent_spawn *rp )
-{
-   struct player_walk *w = &player->_walk;
+static void player__walk_reset(void){
+   struct player_walk *w = &player_walk;
    w->state.activity = k_walk_activity_air;
    w->state.outro_type = k_walk_outro_none;
-   w->state.outro_anim = NULL;
    w->state.outro_start_time = 0.0;
+
+   v3f fwd = { 0.0f, 0.0f, 1.0f };
+   q_mulv( localplayer.rb.q, fwd, fwd );
+   q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
+                 atan2f(fwd[0], fwd[2]) );
+
+   rb_update_transform( &localplayer.rb );
 }
 
+static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
+   struct player_walk_animator *animator = data;
+
+   bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+   bitpack_qquat( ctx, animator->root_q );
+   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
+   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
+   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
+   bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
+
+   for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
+      bitpack_bytes( ctx, 8, &animator->outro_type );
+      if( animator->outro_type ){
+         bitpack_bytes( ctx, sizeof(animator->foot_anchor), 
+                        animator->foot_anchor );
+         bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->outro_t );
+         bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->commit_t );
+      }
+   }
+
+   u32 code = bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->sit_t );
+   if( code ){
+      bitpack_qf32( ctx, 8, -k_sit_yaw_limit, k_sit_yaw_limit, &animator->yaw );
+      bitpack_qf32( ctx, 8, -k_sit_pitch_limit, k_sit_pitch_limit, 
+                     &animator->pitch );
+   }
+}
+
+static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+   audio_lock();
+
+   if( id == k_player_walk_soundeffect_splash ){
+      audio_oneshot_3d( &audio_splash, pos, 40.0f, 1.0f );
+   }
+
+   audio_unlock();
+}
 #endif /* PLAYER_DEVICE_WALK_H */