X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.h;h=d422e752b44c008a4c9ce9c9419c870ae8363f18;hb=5bfb36032928ba9f8d12e72961af68bfab9ea648;hp=42cd760d67825f71f5fd38afc2a8e24716600a79;hpb=edd08a99f72cced7626654b04591d5a54a8b540b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.h b/player_walk.h index 42cd760..d422e75 100644 --- a/player_walk.h +++ b/player_walk.h @@ -4,6 +4,8 @@ #include "player_api.h" #include "rigidbody.h" +#define PLAYER_JUMP_EPSILON 0.1 /* 100ms jump allowance */ + struct player_walk{ rb_capsule collider; @@ -32,25 +34,37 @@ struct player_walk{ k_walk_outro_regular } outro_type; - - struct skeleton_anim *outro_anim; double outro_start_time; + + int jump_queued; + f64 jump_input_time; + + f32 walk_timer; + int step_phase; } - state, - state_gate_storage; + state; + + f32 move_speed; enum mdl_surface_prop surface; struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump, *anim_jump_to_air, *anim_drop_in, *anim_intro; - float blend_fly, - blend_run, - blend_walk, + struct player_walk_animator { + v3f root_co; + v4f root_q; + f32 fly, + run, + walk; - move_speed, - walk_timer; + f32 walk_timer; - int step_phase; + v3f foot_anchor; + enum walk_outro outro_type; + f32 outro_t, + commit_t; + } + animator; }; VG_STATIC float @@ -75,12 +89,12 @@ VG_STATIC void player__walk_register(void) 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, - player_animation *anim ); +VG_STATIC void player__walk_animate ( 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 );