#define PLAYER_WALK_H
#include "player_api.h"
+#include "rigidbody.h"
-struct player_walk
-{
+#define PLAYER_JUMP_EPSILON 0.1 /* 100ms jump allowance */
+
+struct player_walk{
rb_capsule collider;
- struct
- {
+ struct player_walk_state{
v3f prev_pos;
v3f drop_in_target,
drop_in_foot_anchor,
float drop_in_start_angle,
drop_in_angle;
- enum walk_activity
- {
+ enum walk_activity{
k_walk_activity_air,
k_walk_activity_ground,
k_walk_activity_sleep,
- k_walk_activity_immobile,
k_walk_activity_lockedmove
}
activity;
- enum walk_outro
- {
+ enum walk_outro{
k_walk_outro_none,
k_walk_outro_jump_to_air,
k_walk_outro_drop_in,
struct skeleton_anim *outro_anim;
double outro_start_time;
+
+ int jump_queued;
+ f64 jump_input_time;
}
state,
state_gate_storage;
int step_phase;
};
+VG_STATIC float
+ k_walkspeed = 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_step_height = 0.2f;
+
+VG_STATIC void player__walk_register(void)
+{
+ VG_VAR_F32( k_walkspeed, 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 );
+ VG_VAR_F32( k_walk_air_accel, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_walk_accel, flags=VG_VAR_CHEAT );
+}
+
VG_STATIC void player__walk_pre_update ( player_instance *player );
VG_STATIC void player__walk_update ( player_instance *player );
VG_STATIC void player__walk_post_update ( player_instance *player );
VG_STATIC void player__walk_im_gui ( player_instance *player );
VG_STATIC void player__walk_bind ( player_instance *player );
VG_STATIC void player__walk_transition ( player_instance *player, v3f angles );
+VG_STATIC void player__walk_reset ( player_instance *player,
+ ent_spawn *rp );
+VG_STATIC void player__walk_restore( player_instance *player );
#endif /* PLAYER_WALK_H */