remove references to glide in master
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 77386fa22b089285b91b67049360579ce25516b1..9c23978a7d463b899bdcc55cda466b778bd75a03 100644 (file)
 #define PLAYER_WALK_C
 
 #include "player.h"
+#include "input.h"
+#include "audio.h"
+
+static void player_walk_drop_in_vector( v3f vec ){
+   v3f axis, 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, 4.25f, vec );
+}
 
-VG_STATIC void player__walk_pre_update( player_instance *player )
-{
-   struct player_walk *w = &player->_walk;
-   player_look( player, w->state.angles );
+static float player_xyspeed2(void){
+   return v3_length2( (v3f){localplayer.rb.v[0], 0.0f, localplayer.rb.v[2]} );
+}
 
-   if( vg_input_button_down( player->input_use ) )
-   {
-      v3f xy_speed, v;
-      v3_copy( player->rb.v, v );
-      v3_copy( v, xy_speed );
-      xy_speed[1] = 0.0f;
-
-      if( v3_length2( xy_speed ) < 0.1f * 0.1f )
-      {
-         v[0] = -sinf( -w->state.angles[0] );
-         v[1] =  0.0f;
-         v[2] = -cosf( -w->state.angles[0] );
-         v3_muls( v, 1.6f, v );
+static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
+   localplayer.subsystem = k_player_subsystem_skate;
+
+   v3f v;
+
+   if( player_xyspeed2() < 0.1f * 0.1f )
+      q_mulv( localplayer.rb.q, (v3f){0.0f,0.0f,1.6f}, v );
+   else
+      v3_copy( localplayer.rb.v, v );
+
+   player_skate.state.activity_prev = k_skate_activity_ground;
+   player_skate.state.activity = init;
+
+   v3f dir;
+   v3_copy( v, dir );
+   v3_normalize( dir );
+
+   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( 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, player_skate.state.cog_v );
+   v3_copy( v, localplayer.rb.v );
+
+   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();
+}
+
+static void player_walk_drop_in_to_skate(void){
+   localplayer.immobile = 0;
+   localplayer.subsystem = k_player_subsystem_skate;
+
+   player_skate.state.activity_prev = k_skate_activity_ground;
+   player_skate.state.activity = k_skate_activity_ground;
+
+   player__begin_holdout( (v3f){0,0,0} );
+   player__skate_clear_mechanics();
+   player__skate_reset_animator();
+
+   v3f init_velocity;
+   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){player_walk.animator.board_yaw+1.0f,0,0}, 
+            player_skate.state.trick_euler );
+}
+
+static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
+   v3f axis;
+   v3_cross( (v3f){0,1,0}, player_walk.state.drop_in_normal, axis );
+   v3_normalize( axis );
+
+   float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
+   q_axis_angle( q, axis, a );
+
+   float l = t * 0.5f,
+         heading_angle = player_walk.state.drop_in_angle;
+
+   v3f overhang;
+   overhang[0] = sinf( heading_angle ) * l;
+   overhang[1] = 0.28f * l;
+   overhang[2] = cosf( heading_angle ) * l;
+
+   q_mulv( q, overhang, overhang );
+   v3_add( player_walk.state.drop_in_target, overhang, co );
+}
+
+static int player_walk_scan_for_drop_in(void){
+   world_instance *world = world_current_instance();
+
+   v3f dir, 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 ++ ){
+      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   ( 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, 0 ) ){
+         vg_line( pos, ray->pos, VG__RED );
+         vg_line_point( ray->pos, 0.025f, VG__BLACK );
+         
+         sample_count ++;
       }
+   }
+
+   float min_a = 0.70710678118654752f;
+   ray_hit *candidate = NULL;
+
+   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]) ){
+            min_a = a;
+            candidate = s0;
+         }
+      }
+   }
+
+   if( candidate ){
+      v4f pa, pb, pc;
+      
+      ray_hit *s0 = candidate,
+              *s1 = candidate+1;
+
+      vg_line( s0->pos, s1->pos, VG__WHITE );
+
+      v3_copy( s0->normal, pa );
+      v3_copy( s1->normal, pb );
+      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, localplayer.rb.co );
+
+      v3f edge;
+      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 );
+
+         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( 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};
+
+         q_mulv( oq, va, va );
+         q_mulv( oq, vb, vb );
+         v3_add( oco, va, va );
+         v3_add( oco, vb, vb );
+
+         v3f v0;
+         v3_sub( vb, va, v0 );
+         v3_normalize( v0 );
+
+         ray_hit ray;
+         ray.dist = k_board_length*2.0f + 0.6f;
+         
+         if( ray_world( world, va, v0, &ray, 0 ) ){
+            vg_line( va, vb, 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, 0 ) ){
+            vg_line( va, vb, VG__RED );
+            vg_line_point( ray.pos, 0.1f, VG__RED );
+            vg_error( "invalidated\n" );
+            return 0;
+         }
+
+         player_walk_drop_in_vector( localplayer.rb.v );
+         return 1;
+      }
+      else{
+         vg_error( "failed to find intersection of drop in\n" );
+      }
+   }
+
+   return 0;
+}
+
+static bool player__preupdate_anim( struct skeleton_anim *anim, f32 *t, 
+                                    f32 speed ){
+   f32 length = (f32)(anim->length-1) / anim->rate;
+   *t += (vg.time_delta * speed) / length;
+
+   if( *t >= 1.0f ) return 1;
+   else             return 0;
+}
+
+static void player_walk_pre_sit(void){
+   struct player_walk *w = &player_walk;
+
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+
+   vg_slewf( &w->state.transition_t, 1.0f, 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;
+}
+
+static void player_walk_pre_sit_up(void){
+   struct player_walk *w = &player_walk;
+   
+   if( w->state.transition_t > 0.0f )
+      vg_slewf( &w->state.transition_t, 0.0f, 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;
+}
 
-      player->subsystem = k_player_subsystem_skate;
-      player__skate_transition( player, v );
+static void player_walk_pre_ground(void){
+   struct player_walk *w = &player_walk;
+
+   if( button_down(k_srbind_sit) ){
+      v3_zero( localplayer.rb.v );
+      w->state.activity = k_walk_activity_sit;
+      w->state.transition_t = 0.0f;
       return;
    }
+
+   if( button_down( k_srbind_use ) ){
+      if( player_walk_scan_for_drop_in() ){
+         w->state.activity = k_walk_activity_odrop_in;
+      }
+      else{
+         w->state.activity = k_walk_activity_oregular;
+      }
+
+      w->state.transition_t = 0.0f;
+   }
+
+   if( button_down( k_srbind_jump ) ){
+      w->state.jump_queued = 1;
+      w->state.jump_input_time = vg.time;
+   }
 }
 
-VG_STATIC int player_walk_normal_standable( v3f n )
-{
+static void player_walk_pre_air(void){
+   struct player_walk *w = &player_walk;
+   if( button_down( k_srbind_use ) ){
+      w->state.activity = k_walk_activity_oair;
+      w->state.transition_t = 0.0f;
+   }
+
+   if( button_down( k_srbind_jump ) ){
+      w->state.jump_queued = 1;
+      w->state.jump_input_time = vg.time;
+   }
+}
+
+static void player_walk_pre_drop_in(void){
+   struct player_walk *w = &player_walk;
+   bool finished = player__preupdate_anim( w->anim_drop_in, 
+                                          &w->state.transition_t, 1.0f );
+   if( finished )
+      player_walk_drop_in_to_skate();
+}
+
+static void player_walk_pre_caveman(void){
+   struct player_walk *w = &player_walk;
+   bool finished = player__preupdate_anim( w->anim_jump_to_air,
+                                          &w->state.transition_t, 1.0f );
+   if( finished ){
+      player_walk_generic_to_skate( k_skate_activity_air, 
+                                    player_walk.animator.board_yaw );
+   }
+}
+
+static void player_walk_pre_running_start(void){
+   struct player_walk *w = &player_walk;
+   bool finished = player__preupdate_anim( w->anim_intro, 
+                                          &w->state.transition_t, 1.0f );
+   if( finished ){
+      /* TODO: get the derivative of the last keyframes to calculate new
+       * velocity for player */
+      player_walk_generic_to_skate( k_skate_activity_ground, 
+                                    player_walk.animator.board_yaw+1.0f );
+   }
+}
+
+static void player_walk_pre_popoff(void){
+   struct player_walk *w = &player_walk;
+   bool finished = player__preupdate_anim( w->anim_popoff, 
+                                          &w->state.transition_t, 1.0f );
+
+   if( finished ){
+      w->state.activity = k_walk_activity_ground;
+      w->animator.board_yaw += 1.0f;
+   }
+}
+
+static void player__walk_pre_update(void){
+   struct player_walk *w = &player_walk;
+
+   if( localplayer.immobile ) return;
+   else player_look( localplayer.angles, skaterift.time_rate );
+
+   enum walk_activity a = w->state.activity;
+
+   if     ( a == k_walk_activity_sit )       player_walk_pre_sit();
+   else if( a == k_walk_activity_sit_up )    player_walk_pre_sit_up();
+   else if( a == k_walk_activity_ground )    player_walk_pre_ground();
+   else if( a == k_walk_activity_air )       player_walk_pre_air();
+   else if( a == k_walk_activity_odrop_in )  player_walk_pre_drop_in();
+   else if( a == k_walk_activity_oair )      player_walk_pre_caveman();
+   else if( a == k_walk_activity_oregular )  player_walk_pre_running_start();
+   else if( a == k_walk_activity_ipopoff )   player_walk_pre_popoff();
+}
+
+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;
 
@@ -50,8 +376,7 @@ 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, f32 friction ){
    float speed = v3_length( v ),
          drop  = 0.0f,
          control = vg_maxf( speed, k_stopspeed );
@@ -59,7 +384,7 @@ VG_STATIC void player_friction( v3f v )
    if( speed < 0.04f )
       return;
 
-   drop += control * k_walk_friction * k_rb_delta;
+   drop += control * friction * k_rb_delta;
 
    float newspeed = vg_maxf( 0.0f, speed - drop );
    newspeed /= speed;
@@ -67,195 +392,237 @@ 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_generic(void){
+   struct player_walk *w = &player_walk;
+
+   if( (w->state.activity != k_walk_activity_oregular) &&
+       (w->state.activity != k_walk_activity_oair) ){
+      joystick_state( k_srjoystick_steer, w->state.steer );
+      w->state.steer[2] = button_press(k_srbind_run)? k_runspeed: k_walkspeed;
+      if( v2_length2(w->state.steer)>1.0f )
+         v2_normalize(w->state.steer);
+   }
+
+   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( k_player_die_type_generic );
+         return;
+      }
+   }
+
+   enum walk_activity prev_state = w->state.activity;
 
    w->collider.height = 2.0f;
    w->collider.radius = 0.3f;
 
    m4x3f mtx;
-   m3x3_identity( mtx );
-   v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, 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 = w->state.angles[0];
-
-   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 };
+   float yaw = localplayer.angles[0];
 
-   if( v2_length2(walk) > 0.001f )
-      v2_normalize_clamp( walk );
-
-   w->move_speed = v2_length( walk );
+   v3f forward_dir = { -sinf(yaw),         0.0f,  cosf(yaw) };
+   v3f right_dir   = {  forward_dir[2],    0.0f, -forward_dir[0] };
 
    /* 
     * Collision detection
     */
+
    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 };
+
    w->state.activity = k_walk_activity_air;
+   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( ct->n ) )
-      {
+      if( player_walk_normal_standable( ct->n ) ){
          w->state.activity = k_walk_activity_ground;
+
          v3_add( surface_avg, ct->n, surface_avg );
+
+         struct world_surface *surf = world_contact_surface( world, ct );
+         if( surf->info.surface_prop > w->surface )
+            w->surface = surf->info.surface_prop;
       }
 
-      rb_prepare_contact( ct );
+      rb_prepare_contact( ct, k_rb_delta );
    }
-   
 
    /* 
     * Move & Friction
     */
    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 );
 
-   if( w->state.activity == k_walk_activity_ground )
-   {
+   v3_muls( right_dir, w->state.steer[0], movedir );
+   v3_muladds( movedir, forward_dir, w->state.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(w->state.steer) > 0.001f ){
          /* clip movement to the surface */
          float d = v3_dot(surface_avg,movedir);
          v3_muladds( movedir, surface_avg, -d, movedir );
       }
 
       accel_speed = k_walk_accel;
-      nominal_speed = k_walkspeed;
+      nominal_speed = w->state.steer[2];
 
       /* jump */
-      if( player->input_jump->button.value )
-      {
-         player->rb.v[1] = 5.0f;
-         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 );
-
-         struct world_material *surface_mat = world_contact_material(manifold);
-         w->surface = surface_mat->info.surface_prop;
+      else{
+         player_friction( localplayer.rb.v, k_walk_friction );
       }
    }
-   else
-   {
+   else{
       accel_speed = k_walk_air_accel;
       nominal_speed = k_airspeed;
    }
 
-   if( v2_length2(walk) > 0.001f )
-   {
-      player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
+   if( v2_length2( w->state.steer ) > 0.001f ){
+      player_accelerate( localplayer.rb.v, movedir, 
+                         nominal_speed, accel_speed );
       v3_normalize( movedir );
    }
    
    /*
     * Resolve velocity constraints
     */
-   for( int j=0; j<5; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
+   for( int j=0; j<5; j++ ){
+      for( int i=0; i<len; i++ ){
          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;
-   v3_zero( dt );
-   for( int j=0; j<8; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-
-         float resolved_amt = v3_dot( ct->n, dt ),
-               remaining    = (ct->p-k_penetration_slop) - resolved_amt,
-               apply        = vg_maxf( remaining, 0.0f ) * 0.3f;
-
-         v3_muladds( dt, ct->n, apply, 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 )
-      player->rb.v[1] += -k_gravity * k_rb_delta;
-
-   v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
+   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_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, 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 
@@ -267,191 +634,552 @@ 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( 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, (v3f){0.0f, 1.0f, 0.0f}, 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);
       }
    }
 
-   teleport_gate *gate;
-   if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
-   {
-      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
-      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
-      rb_update_transform( &player->rb );
+   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, localplayer.rb.q, localplayer.rb.q );
 
-      /* analytical rotation of yaw */
-      v3f fwd_dir = { cosf(w->state.angles[0]),
-                      0.0f,
-                      sinf(w->state.angles[0])};
-      m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-      w->state.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+      rb_update_transform( &localplayer.rb );
+      player__pass_gate( id );
+   }
+   rb_update_transform( &localplayer.rb );
 
-      w->state_gate_storage = w->state;
-      player__pass_gate( player, gate );
+   if( (prev_state == k_walk_activity_oregular) ||
+       (prev_state == k_walk_activity_oair) ||
+       (prev_state == k_walk_activity_ipopoff) ){
+      w->state.activity = prev_state;
    }
+
+   w->move_speed = vg_minf( v2_length( (v2f){ localplayer.rb.v[0], 
+                                              localplayer.rb.v[2] } ),
+                            k_runspeed );
 }
 
-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_identity( mtx );
-   v3_add( player->rb.co, (v3f){0.0f, 1.0f, 0.0f}, mtx[3] );
+   m3x3_copy( localplayer.rb.to_world, mtx );
+   v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
+
+   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() > 0.1f*0.1f) ){
+      f32 r = 0.3f;
+      if( (w->state.activity == k_walk_activity_ground) ||
+          (w->state.activity == k_walk_activity_ipopoff) ||
+          (w->state.activity == k_walk_activity_oregular) ){
+         r = 0.07f;
+      }
 
-   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 );
-}
+      f32 ta = atan2f( localplayer.rb.v[0], localplayer.rb.v[2] );
+      v4f qt;
+      q_axis_angle( qt, (v3f){0,1,0}, ta );
+      q_nlerp( localplayer.rb.q, qt, vg.time_delta/r, localplayer.rb.q );
+   }
+
+   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, localplayer.rb.to_world[1], 0.3f, p1 );
+   vg_line( w->state.drop_in_target, p1, VG__GREEN );
 
-VG_STATIC void player__walk_animate( player_instance *player, 
-                                    player_animation *dest )
-{
-   struct player_walk *w = &player->_walk;
-   struct skeleton *sk = &player->playeravatar->sk;
+   float a = player_get_heading_yaw();
+   p1[0] = sinf( a );
+   p1[1] = 0.0f;
+   p1[2] = cosf( a );
 
+   v3_add( localplayer.rb.co, p1, p1 );
+   vg_line( localplayer.rb.co, p1, VG__PINK );
+
+   int walk_phase = 0;
+   if( vg_fractf(w->state.walk_timer) > 0.5f )
+      walk_phase = 1;
+   else
+      walk_phase = 0;
+
+   if( (w->state.step_phase != walk_phase) && 
+       (w->state.activity == k_walk_activity_ground ) )
    {
-      float fly = (w->state.activity == k_walk_activity_air)? 1.0f: 0.0f,
-            rate;
+      audio_lock();
+      if( w->surface == k_surface_prop_concrete ){
+         audio_oneshot_3d( 
+               &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[ 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[ vg_randu32(&vg.rand) %
+                                    vg_list_size(audio_footsteps_wood)],
+            localplayer.rb.co, 40.0f, 1.0f 
+         );
+      }
+      audio_unlock();
+   }
+
+   w->state.step_phase = walk_phase;
+}
 
-      if( w->state.activity == k_walk_activity_air )
-         rate = 2.4f;
-      else
-         rate = 9.0f;
+static void player__walk_update(void){
+   struct player_walk *w = &player_walk;
 
-      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 );
+   if( (w->state.activity == k_walk_activity_air) ||
+       (w->state.activity == k_walk_activity_ground) ||
+       (w->state.activity == k_walk_activity_oair) ||
+       (w->state.activity == k_walk_activity_oregular) ||
+       (w->state.activity == k_walk_activity_ipopoff) ){
+      player_walk_update_generic();
    }
+}
+
+static void player_walk_animate_drop_in(void){
+   struct player_walk *w = &player_walk;
+   struct player_walk_animator *animator = &w->animator;
+   struct skeleton_anim *anim = w->anim_drop_in;
+
+   f32 length = (f32)(anim->length-1) / anim->rate,
+       time   = w->state.transition_t;
+
+   f32 walk_yaw = vg_alerpf( w->state.drop_in_start_angle, 
+                             w->state.drop_in_angle, animator->transition_t );
+   v3_lerp( w->state.drop_in_start, w->state.drop_in_target,
+            animator->transition_t, localplayer.rb.co );
+
+   q_axis_angle( localplayer.rb.q, (v3f){0,1,0}, walk_yaw + VG_PIf );
+
+   /* the drop in bit */
+   v3f final_co;
+   v4f final_q;
+   player_walk_drop_in_overhang_transform( animator->transition_t, 
+                                           final_co, final_q );
+
+   q_mul( final_q, localplayer.rb.q, localplayer.rb.q );
+   v3_lerp( localplayer.rb.co, final_co, animator->transition_t, 
+            localplayer.rb.co );
+
+   rb_update_transform( &localplayer.rb );
 
-   player_pose apose, bpose;
+   v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 
+               -0.1f*animator->transition_t, localplayer.rb.co );
+
+   v3_copy( localplayer.rb.co, animator->root_co );
+   v4_copy( localplayer.rb.q, animator->root_q );
+
+   /* for the camera purposes only */
+   v3f init_velocity;
+   player_walk_drop_in_vector( init_velocity );
+   v3_muls( init_velocity, animator->transition_t, localplayer.rb.v );
+   v3_copy( localplayer.rb.v, 
+            localplayer.cam_control.cam_velocity_smooth );
+}
+
+static void player_walk_animate_generic(void){
+   struct player_walk *w = &player_walk;
+   struct player_walk_animator *animator = &w->animator;
+
+   v4f _null;
+   rb_extrapolate( &localplayer.rb, animator->root_co, _null );
+
+   f32 walk_yaw = player_get_heading_yaw(),
+       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 );
+   q_axis_angle( animator->root_q, (v3f){0,1,0}, walk_yaw + VG_PIf );
+
+   v4f qrev;
+   q_axis_angle( qrev, (v3f){0,1,0}, VG_TAUf*0.5f );
+   q_mul( localplayer.rb.q, qrev, animator->root_q );
+}
+
+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->activity = w->state.activity;
+   animator->transition_t = w->state.transition_t;
 
-   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 );
+      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;
 
-      w->walk_timer += walk_adv * vg.time_delta;
+      animator->fly = vg_lerpf( animator->fly, fly, rate*vg.time_delta );
+      animator->run = vg_lerpf( animator->run, w->move_speed, 
+                                8.0f*vg.time_delta);
+   }
+
+   if( animator->run > 0.025f ){
+      f32 walk_norm = 30.0f/(float)w->anim_walk->length,
+          run_norm  = 30.0f/(float)w->anim_run->length,
+          l;
+
+      if( animator->run <= k_walkspeed )
+         l = (animator->run / k_walkspeed) * walk_norm;
+      else {
+         l = vg_lerpf( walk_norm, run_norm, 
+                      (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed) );
+      }
+      w->state.walk_timer += l * vg.time_delta;
    }
    else
-   {
-      w->walk_timer = 0.0f;
+      w->state.walk_timer = 0.0f;
+
+   animator->walk_timer = w->state.walk_timer;
+
+   player_walk_animate_generic();
+   if( w->state.activity == k_walk_activity_odrop_in ){
+      player_walk_animate_drop_in();
    }
 
+   if( (w->state.activity == k_walk_activity_odrop_in) ||
+       (w->state.activity == k_walk_activity_oregular) ||
+       (w->state.activity == k_walk_activity_oair) ){
+      localplayer.cam_velocity_influence = w->animator.transition_t;
+   }
+   else if( w->state.activity == k_walk_activity_ipopoff ){
+      localplayer.cam_velocity_influence = 1.0f-w->animator.transition_t;
+   }
+   else
+      localplayer.cam_velocity_influence = 0.0f;
+}
+
+static void player_walk_pose_sit( struct player_walk_animator *animator,
+                                  player_pose *pose ){
+   mdl_keyframe bpose[32];
+
+   struct player_walk *w = &player_walk;
+   struct skeleton *sk = &localplayer.skeleton;
+
+   f32 t  = animator->transition_t,
+       st = t * ((f32)(w->anim_sit->length-1)/30.0f);
+   skeleton_sample_anim( sk, w->anim_sit, st, bpose );
+
+   v4f qy,qp;
+   f32 *qh = bpose[localplayer.id_head-1].q;
+   q_axis_angle( qy, (v3f){0,1,0}, animator->yaw*0.5f*t );
+   q_axis_angle( qp, (v3f){0,0,1}, animator->pitch*t );
+   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){0,1,0}, animator->yaw*0.5f*t );
+   q_mul( qy, qh, qh );
+   q_normalize( qh );
+
+   skeleton_lerp_pose( sk, pose->keyframes, bpose, 
+                       vg_minf(1.0f,t*10.0f), pose->keyframes );
+}
+
+enum walk_transition_type {
+   k_walk_transition_in,
+   k_walk_transition_out,
+   k_walk_transition_outin,
+};
+
+static void player_walk_pose_transition( 
+      struct player_walk_animator *animator, struct skeleton_anim *anim,
+      enum walk_transition_type type,
+      mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
+
+   mdl_keyframe bpose[32];
+
+   struct player_walk *w = &player_walk;
+   struct skeleton *sk = &localplayer.skeleton;
+   
+   f32 length   = (f32)(anim->length-1) / anim->rate,
+       t        = animator->transition_t * length,
+       blend    = 1.0f;
+
+   if( type == k_walk_transition_in || type == k_walk_transition_outin )
+      blend = vg_minf( blend, length-t );
+
+   if( type == k_walk_transition_out || type == k_walk_transition_outin )
+      blend = vg_minf( blend, t );
+
+   blend = vg_smoothstepf( vg_minf(1,blend/k_anim_transition) );
+
+   skeleton_sample_anim_clamped( sk, anim, t, bpose );
+
+   mdl_keyframe *kf_board = &bpose[localplayer.id_board-1];
+   f32 yaw = animator->board_yaw * VG_TAUf * 0.5f;
+
+   v4f qyaw;
+   q_axis_angle( qyaw, (v3f){0,1,0}, yaw );
+   q_mul( kf_board->q, qyaw, kf_board->q );
+   q_normalize( kf_board->q );
+
+   if( mask ){
+      for( i32 i=0; i<sk->bone_count-1; i ++ )
+         keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
+   }
+   else
+      skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
+}
+
+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 = 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 );
+         t = animator->walk_timer;
 
    /* 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 );
+   mdl_keyframe apose[32], bpose[32];
+   if( animator->run <= k_walkspeed ){ 
+      /* walk / idle */
+      f32 l = vg_minf( 1, (animator->run/k_walkspeed)*6.0f );
+      skeleton_sample_anim( sk, w->anim_idle, vg.time*0.1f, apose );
+      skeleton_sample_anim( sk, w->anim_walk, t*walk_norm, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, l, apose );
+   }
+   else { 
+      /* walk / run */
+      f32 l = (animator->run-k_walkspeed) / (k_runspeed-k_walkspeed);
+      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 );
+   }
 
    /* air */
    skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dest->pose );
+   skeleton_lerp_pose( sk, apose, bpose, animator->fly, apose );
 
-   /* Create transform */
-   rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-   q_axis_angle( dest->root_q, (v3f){0.0f,1.0f,0.0f}, 
-                 -w->state.angles[0]-VG_PIf*0.5f );
+   mdl_keyframe *kf_board = &apose[localplayer.id_board-1];
+   f32 yaw = animator->board_yaw;
+
+   if( animator->activity == k_walk_activity_ipopoff )
+      if( animator->transition_t > 0.5f )
+         yaw += 1.0f;
+
+   v4f qyaw;
+   q_axis_angle( qyaw, (v3f){0,1,0}, yaw * VG_TAUf * 0.5f );
+   q_mul( kf_board->q, qyaw, kf_board->q );
+   q_normalize( kf_board->q );
+
+   /* sit */
+   if( (animator->activity == k_walk_activity_sit) ||
+       (animator->activity == k_walk_activity_sit_up) ){
+      player_walk_pose_sit( animator, pose );
+   }
+   else if( animator->activity == k_walk_activity_odrop_in ){
+      player_walk_pose_transition( 
+            animator, w->anim_drop_in, k_walk_transition_out, apose, 
+            NULL, pose );
+   }
+   else if( animator->activity == k_walk_activity_oair ){
+      player_walk_pose_transition(
+            animator, w->anim_jump_to_air, k_walk_transition_out, apose, 
+            NULL, pose );
+   }
+   else if( animator->activity == k_walk_activity_oregular ){
+      player_walk_pose_transition( 
+            animator, w->anim_intro, k_walk_transition_out, apose, 
+            NULL, pose );
+   }
+   else if( animator->activity == k_walk_activity_ipopoff ){
+      if( animator->run > 0.2f ){
+         f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
+             mask[ 32 ];
+
+         for( u32 i=0; i<32; i ++ ) 
+            mask[i] = 1.0f;
+
+         mask[ localplayer.id_ik_foot_l-1 ] = t;
+         mask[ localplayer.id_ik_foot_r-1 ] = t;
+         mask[ localplayer.id_ik_knee_l-1 ] = t;
+         mask[ localplayer.id_ik_knee_r-1 ] = t;
+         mask[ localplayer.id_hip-1 ] = t;
+         player_walk_pose_transition( 
+               animator, w->anim_popoff, k_walk_transition_in, apose,
+               mask, pose );
+      }
+      else{
+         player_walk_pose_transition( 
+               animator, w->anim_popoff, k_walk_transition_in, apose,
+               NULL, pose );
+      }
+   }
+   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;
 
-   /* 3RD */
-   m3x3f angles;
-   euler_m3x3( w->state.angles, angles );
+}
 
-   v3f cast_dir, origin;
+static void player__walk_im_gui(void){
+   struct player_walk *w = &player_walk;
+   player__debugtext( 1, "V:  %5.2f %5.2f %5.2f (%5.2fm/s)",
+      localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
+      v3_length(localplayer.rb.v) );
+   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, "transition: %5.2f ", w->state.transition_t );
+   player__debugtext( 1, "activity: %s\n",
+                           (const char *[]){ "air",
+                                             "ground",
+                                             "sit",
+                                             "sit_up",
+                                             "inone",
+                                             "ipopoff",
+                                             "oair",
+                                             "odrop_in",
+                                             "oregular" }
+                                             [w->state.activity] );
+   player__debugtext( 1, "surface: %s\n",
+                           (const char *[]){ "concrete",
+                                             "wood",
+                                             "grass",
+                                             "tiles",
+                                             "metal",
+                                             "snow",
+                                             "sand" }
+                                             [w->surface] );
+}
+
+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" );
+   w->anim_run          = skeleton_get_anim( sk, "run+y" );
+   w->anim_jump         = skeleton_get_anim( sk, "jump+y" );
+   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" );
+   w->anim_popoff       = skeleton_get_anim( sk, "pop_off_short" );
+}
 
-   v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
+static void player__walk_transition( bool grounded, f32 board_yaw ){
+   struct player_walk *w = &player_walk;
+   w->state.activity = k_walk_activity_air;
 
-   v3_muladds( origin, angles[2], 2.0f, player->cam3.co );
-   v3_muladds( player->cam3.co, angles[0], 0.5f, player->cam3.co );
+   if( grounded ){
+      w->state.activity = k_walk_activity_ipopoff;
+   }
 
-   float t;
-   v3f n;
-   if( spherecast_world( origin, player->cam3.co, 0.1f, &t, n ) != -1 )
-      v3_lerp( origin, player->cam3.co, t, player->cam3.co );
-   v3_copy( w->state.angles, player->cam3.angles );
+   w->state.transition_t = 0.0f;
+   w->state.jump_queued = 0;
+   w->state.jump_input_time = 0.0;
+   w->state.walk_timer = 0.0f;
+   w->state.step_phase = 0;
+   w->animator.board_yaw = fmodf( board_yaw, 2.0f );
+   rb_update_transform( &localplayer.rb );
+}
 
-   /* 1ST */
-   /* FIXME: viewpoint entity */
-   v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, player->cam1.co );
-   v3_copy( w->state.angles, player->cam1.angles );
+static void player__walk_reset(void){
+   struct player_walk *w = &player_walk;
+   w->state.activity = k_walk_activity_air;
+   w->state.transition_t = 0.0f;
 
-   /* FIXME: Organize this. Its int wrong fucking place */
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
+   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]) );
 
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+   rb_update_transform( &localplayer.rb );
 }
 
+static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
+   struct player_walk_animator *animator = data;
 
-VG_STATIC void player__walk_im_gui( player_instance *player )
-{
-   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] );
-}
+   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, k_runspeed, &animator->run );
+   bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
 
-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;
+   for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
+      bitpack_bytes( ctx, 8, &animator->activity );
+   }
 
-   w->anim_idle = skeleton_get_anim( sk, "idle_cycle" );
-   w->anim_walk = skeleton_get_anim( sk, "walk" );
-   w->anim_run  = skeleton_get_anim( sk, "run" );
-   w->anim_jump = skeleton_get_anim( sk, "jump" );
-}
+   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->transition_t );
+
+   if( (animator->activity == k_walk_activity_sit) || 
+       (animator->activity == k_walk_activity_sit_up) ){
+      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 );
+   }
 
-VG_STATIC void player__walk_transition( player_instance *player, v3f angles )
-{
-   struct player_walk *w = &player->_walk;
-   v3_copy( angles, w->state.angles );
+   bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
 }
 
+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 */