-#pragma once
-
#include "vg/vg_rigidbody_collision.h"
-#include "scene_rigidbody.h"
+#include "skaterift.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
#include "player.h"
#include "input.h"
#include "audio.h"
+#include "scene_rigidbody.h"
+
+struct player_walk player_walk;
+struct player_subsystem_interface player_subsystem_walk =
+{
+ .system_register = player__walk_register,
+ .bind = player__walk_bind,
+ .pre_update = player__walk_pre_update,
+ .update = player__walk_update,
+ .post_update = player__walk_post_update,
+ .im_gui = player__walk_im_gui,
+ .animate = player__walk_animate,
+ .post_animate = player__walk_post_animate,
+ .pose = player__walk_pose,
+ .network_animator_exchange = player__walk_animator_exchange,
+
+ .animator_data = &player_walk.animator,
+ .animator_size = sizeof(player_walk.animator),
+ .name = "Walk"
+};
+
static void player_walk_drop_in_vector( v3f vec ){
v3f axis, init_dir;
}
}
-static void player__walk_pre_update(void){
+void player__walk_pre_update(void){
struct player_walk *w = &player_walk;
if( localplayer.immobile ) return;
k_runspeed );
}
-static void player__walk_post_update(void){
+void player__walk_post_update(void){
struct player_walk *w = &player_walk;
m4x3f mtx;
audio_lock();
if( w->surface == k_surface_prop_concrete ){
audio_oneshot_3d(
- &audio_footsteps[vg_randu32(&vg.rand) %
- vg_list_size(audio_footsteps)],
+ &audio_footsteps[vg_randu32(&vg.rand) % 4],
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)],
+ &audio_footsteps_grass[ vg_randu32(&vg.rand) % 6 ],
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)],
+ &audio_footsteps_wood[ vg_randu32(&vg.rand) % 6 ],
localplayer.rb.co, 40.0f, 1.0f
);
}
w->state.step_phase = walk_phase;
}
-static void player__walk_update(void){
+void player__walk_update(void){
struct player_walk *w = &player_walk;
if( (w->state.activity == k_walk_activity_air) ||
q_mul( localplayer.rb.q, qrev, animator->root_q );
}
-static void player__walk_animate(void){
+void player__walk_animate(void){
struct player_walk *w = &player_walk;
player_pose *pose = &localplayer.pose;
struct player_walk_animator *animator = &w->animator;
skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
}
-static void player__walk_pose( void *_animator, player_pose *pose ){
+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;
}
}
-static void player__walk_post_animate(void){
+void player__walk_post_animate(void){
/*
* Camera
*/
}
-static void player__walk_im_gui(void){
+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],
[w->surface] );
}
-static void player__walk_bind(void){
+void player__walk_bind(void){
struct player_walk *w = &player_walk;
struct skeleton *sk = &localplayer.skeleton;
w->anim_popoff = skeleton_get_anim( sk, "pop_off_short" );
}
-static void player__walk_transition( bool grounded, f32 board_yaw ){
+void player__walk_transition( bool grounded, f32 board_yaw ){
struct player_walk *w = &player_walk;
w->state.activity = k_walk_activity_air;
rb_update_matrices( &localplayer.rb );
}
-static void player__walk_reset(void){
+void player__walk_reset(void)
+{
struct player_walk *w = &player_walk;
w->state.activity = k_walk_activity_air;
w->state.transition_t = 0.0f;
rb_update_matrices( &localplayer.rb );
}
-static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
+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_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
}
-static 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 ){