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();
audio_unlock();
}
- w->step_phase = walk_phase;
+ w->state.step_phase = walk_phase;
}
VG_STATIC void player__walk_animate( player_instance *player ){
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;
if( !player->immobile )
rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
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 = w->walk_timer,
+ 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 );