-#ifndef PLAYER_WALK_H
-#define PLAYER_WALK_H
-
+#pragma once
#include "player.h"
#include "player_api.h"
#include "vg/vg_rigidbody.h"
#define PLAYER_JUMP_EPSILON 0.1 /* 100ms jump allowance */
-struct player_walk{
+struct player_walk
+{
rb_capsule collider;
struct player_walk_state{
}
animator;
}
-static player_walk;
+extern player_walk;
+extern struct player_subsystem_interface player_subsystem_walk;
enum player_walk_soundeffect {
k_player_walk_soundeffect_splash
k_sit_yaw_limit = VG_PIf/1.7f,
k_sit_pitch_limit = VG_PIf/4.0f;
-static void player__walk_register(void){
+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_walk_accel, flags=VG_VAR_CHEAT );
}
-static void player__walk_pre_update (void);
-static void player__walk_update (void);
-static void player__walk_post_update (void);
-static void player__walk_animate (void);
-static void player__walk_pose (void *animator, player_pose *pose);
-static void player__walk_post_animate(void);
-static void player__walk_im_gui (void);
-static void player__walk_bind (void);
-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,
- .pre_update = player__walk_pre_update,
- .update = player__walk_update,
- .post_update = player__walk_post_update,
- .im_gui = player__walk_im_gui,
- .animate = player__walk_animate,
- .post_animate = player__walk_post_animate,
- .pose = player__walk_pose,
- .network_animator_exchange = player__walk_animator_exchange,
-
- .animator_data = &player_walk.animator,
- .animator_size = sizeof(player_walk.animator),
- .name = "Walk"
-};
-
-#endif /* PLAYER_WALK_H */
+void player__walk_pre_update (void);
+void player__walk_update (void);
+void player__walk_post_update (void);
+void player__walk_animate (void);
+void player__walk_pose (void *animator, player_pose *pose);
+void player__walk_post_animate(void);
+void player__walk_im_gui (void);
+void player__walk_bind (void);
+void player__walk_reset (void);
+void player__walk_restore (void);
+void player__walk_animator_exchange( bitpack_ctx *ctx, void *data );
+void player__walk_transition( bool grounded, f32 board_yaw );
+void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume );