struct player_walk_state{
v3f prev_pos;
v3f drop_in_target,
- drop_in_foot_anchor,
drop_in_start,
drop_in_normal;
enum walk_activity{
k_walk_activity_air,
k_walk_activity_ground,
- k_walk_activity_sleep,
- k_walk_activity_lockedmove,
k_walk_activity_sit,
- k_walk_activity_sit_up
+ k_walk_activity_sit_up,
+
+ /* transitions */
+ k_walk_activity_inone,
+ k_walk_activity_ipopoff,
+ k_walk_activity_oair,
+ k_walk_activity_odrop_in,
+ k_walk_activity_oregular,
+
+ k_walk_activity_max,
}
activity;
- enum walk_outro{
- k_walk_outro_none,
- k_walk_outro_jump_to_air,
- k_walk_outro_drop_in,
- k_walk_outro_regular
- }
- outro_type;
- double outro_start_time;
+ f32 transition_t;
int jump_queued;
f64 jump_input_time;
f32 walk_timer;
- f32 sit_t;
int step_phase;
+ v3f steer;
}
state;
enum mdl_surface_prop surface;
struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
*anim_jump_to_air, *anim_drop_in, *anim_intro,
- *anim_sit;
+ *anim_sit, *anim_popoff;
struct player_walk_animator {
v3f root_co;
run,
walk;
- f32 walk_timer, yaw, pitch;
+ f32 walk_timer, yaw, pitch, board_yaw;
- v3f foot_anchor;
- enum walk_outro outro_type;
- f32 outro_t,
- commit_t,
- sit_t;
+ enum walk_activity activity;
+ f32 transition_t;
}
animator;
}
static player_walk;
+enum player_walk_soundeffect {
+ k_player_walk_soundeffect_splash
+};
+
static f32
- k_walkspeed = 10.0f,
+ k_walkspeed = 4.4f,
+ k_runspeed = 10.0f,
k_airspeed = 1.2f,
k_stopspeed = 4.0f,
k_walk_accel = 10.0f,
k_walk_air_accel = 7.0f,
- k_walk_friction = 10.0f,
+ k_walk_friction = 6.0f,
k_walk_step_height = 0.2f,
k_sit_yaw_limit = VG_PIf/1.7f,
static void player__walk_register(void){
VG_VAR_F32( k_walkspeed, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_runspeed, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_stopspeed, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_airspeed, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_walk_friction, flags=VG_VAR_CHEAT );
static void player__walk_post_animate(void);
static void player__walk_im_gui (void);
static void player__walk_bind (void);
-static void player__walk_transition (void);
-static void player__walk_reset (ent_spawn *rp );
+static void player__walk_reset (void);
static void player__walk_restore (void);
static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data );
+static void player__walk_transition( bool grounded, f32 board_yaw );
struct player_subsystem_interface static player_subsystem_walk = {
.system_register = player__walk_register,
.bind = player__walk_bind,
- .reset = player__walk_reset,
.pre_update = player__walk_pre_update,
.update = player__walk_update,
.post_update = player__walk_post_update,