.post_animate = player__walk_post_animate,
.pose = player__walk_pose,
.network_animator_exchange = player__walk_animator_exchange,
+ .sfx_oneshot = player__walk_sfx_oneshot,
.animator_data = &player_walk.animator,
.animator_size = sizeof(player_walk.animator),
bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
}
-void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume )
+{
audio_lock();
if( id == 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 );
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 );