add move sound to ui
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 843a50e979e45ade99aedd860659264e8b639277..b421e42c3ab98305b692d6e42b2d01609419e4ff 100644 (file)
@@ -22,6 +22,7 @@ struct player_subsystem_interface player_subsystem_walk =
    .post_animate = player__walk_post_animate,
    .pose = player__walk_pose,
    .network_animator_exchange = player__walk_animator_exchange,
+   .sfx_oneshot = player__walk_sfx_oneshot,
 
    .animator_data = &player_walk.animator,
    .animator_size = sizeof(player_walk.animator),
@@ -914,7 +915,8 @@ void player__walk_animate(void){
 }
 
 static void player_walk_pose_sit( struct player_walk_animator *animator,
-                                  player_pose *pose ){
+                                  player_pose *pose )
+{
    mdl_keyframe bpose[32];
 
    struct player_walk *w = &player_walk;
@@ -1036,7 +1038,9 @@ void player__walk_pose( void *_animator, player_pose *pose ){
 
    /* sit */
    if( (animator->activity == k_walk_activity_sit) ||
-       (animator->activity == k_walk_activity_sit_up) ){
+       (animator->activity == k_walk_activity_sit_up) )
+   {
+      skeleton_copy_pose( sk, apose, pose->keyframes );
       player_walk_pose_sit( animator, pose );
    }
    else if( animator->activity == k_walk_activity_odrop_in ){
@@ -1192,7 +1196,8 @@ void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
    bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
 }
 
-void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume )
+{
    audio_lock();
 
    if( id == k_player_walk_soundeffect_splash ){