struct
{
-#if 0
- v3f angles;
- float heading_angle;
-#endif
-
v3f prev_pos;
v3f drop_in_target,
drop_in_foot_anchor,
k_walk_activity_air,
k_walk_activity_ground,
k_walk_activity_sleep,
- k_walk_activity_immobile
+ k_walk_activity_immobile,
+ k_walk_activity_lockedmove
}
activity;
{
k_walk_outro_none,
k_walk_outro_jump_to_air,
- k_walk_outro_drop_in
+ k_walk_outro_drop_in,
+ k_walk_outro_regular
}
outro_type;
enum mdl_surface_prop surface;
struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
- *anim_jump_to_air, *anim_drop_in;
+ *anim_jump_to_air, *anim_drop_in, *anim_intro;
float blend_fly,
blend_run,
move_speed,
walk_timer;
+
+ int step_phase;
};
VG_STATIC void player__walk_pre_update ( player_instance *player );