-#ifndef PLAYER_WALK_C
-#define PLAYER_WALK_C
+#pragma once
+
+#include "vg/vg_rigidbody_collision.h"
+#include "scene_rigidbody.h"
#include "player.h"
#include "input.h"
player__networked_sfx( k_player_subsystem_walk, 32,
k_player_walk_soundeffect_splash,
localplayer.rb.co, 1.0f );
+ vg_info( "player fell of due to walking into walker\n" );
player__dead_transition( k_player_die_type_generic );
return;
}
w->surface = k_surface_prop_concrete;
for( int i=0; i<len; i++ ){
- struct contact *ct = &manifold[i];
+ rb_ct *ct = &manifold[i];
rb_debug_contact( ct );
if( player_walk_normal_standable( ct->n ) ){
*/
for( int j=0; j<5; j++ ){
for( int i=0; i<len; i++ ){
- struct contact *ct = &manifold[i];
+ rb_ct *ct = &manifold[i];
/*normal */
float vn = -v3_dot( localplayer.rb.v, ct->n );
}
else
localplayer.cam_velocity_influence = 0.0f;
+
+ if( w->state.activity == k_walk_activity_sit ){
+ localplayer.cam_dist = 3.8f;
+ }
+ else {
+ localplayer.cam_dist = 1.8f;
+ }
}
static void player_walk_pose_sit( struct player_walk_animator *animator,
audio_unlock();
}
-#endif /* PLAYER_DEVICE_WALK_H */