nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.h
index fc26280fd3a187cdf42d7423fceb3b85f44c88b3..4c6b7a39af89ce320966403f10d8b4d151ae0314 100644 (file)
@@ -3,12 +3,10 @@
 
 #include "player_api.h"
 
-struct player_walk
-{
+struct player_walk{
    rb_capsule collider;
 
-   struct
-   {
+   struct{
       v3f prev_pos;
       v3f drop_in_target,
           drop_in_foot_anchor,
@@ -18,8 +16,7 @@ struct player_walk
       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,
@@ -28,8 +25,7 @@ struct player_walk
       }
       activity;
 
-      enum walk_outro
-      {
+      enum walk_outro{
          k_walk_outro_none,
          k_walk_outro_jump_to_air,
          k_walk_outro_drop_in,
@@ -57,6 +53,25 @@ struct player_walk
    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 );
@@ -66,5 +81,8 @@ VG_STATIC void player__walk_post_animate( 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 */