now fall in immobile mode
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.h
index e1e075593e983fba0f4de82dea3e5fb3ece8526d..d422e752b44c008a4c9ce9c9419c870ae8363f18 100644 (file)
@@ -38,13 +38,13 @@ struct player_walk{
 
       int jump_queued;
       f64 jump_input_time;
+
+      f32 walk_timer;
+      int step_phase;
    }
    state;
 
-   f32 move_speed,
-       walk_timer;
-
-   int step_phase;
+   f32 move_speed;
 
    enum mdl_surface_prop surface;
    struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
@@ -57,6 +57,8 @@ struct player_walk{
           run,
           walk;
 
+      f32 walk_timer;
+
       v3f foot_anchor;
       enum walk_outro outro_type;
       f32 outro_t,
@@ -88,11 +90,11 @@ 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_animate     ( player_instance *player );
-VG_STATIC void player__walk_pose        ( player_instance *player );
+VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose );
 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_transition  ( player_instance *player );
 VG_STATIC void player__walk_reset       ( player_instance *player, 
                                           ent_spawn *rp );
 VG_STATIC void player__walk_restore( player_instance *player );