struct player_walk *w = &player->_walk;
if( !player->immobile )
- player_look( player, player->angles );
+ player_look( player->angles, skaterift.time_rate );
if( w->state.outro_anim ){
float outro_length = (float)w->state.outro_anim->length /
skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose );
/* Create transform */
- rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
+ if( !player->immobile )
+ rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
+ else{
+ v3_copy( player->rb.co, dest->root_co );
+ v4_copy( player->rb.q, dest->root_q );
+ }
float walk_yaw = player_get_heading_yaw( player );