run to skate animation
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.h
1 #ifndef PLAYER_WALK_H
2 #define PLAYER_WALK_H
3
4 #include "player_api.h"
5
6 struct player_walk
7 {
8 rb_capsule collider;
9
10 struct
11 {
12 v3f prev_pos;
13 v3f drop_in_target,
14 drop_in_foot_anchor,
15 drop_in_start,
16 drop_in_normal;
17
18 float drop_in_start_angle,
19 drop_in_angle;
20
21 enum walk_activity
22 {
23 k_walk_activity_air,
24 k_walk_activity_ground,
25 k_walk_activity_sleep,
26 k_walk_activity_immobile,
27 k_walk_activity_lockedmove
28 }
29 activity;
30
31 enum walk_outro
32 {
33 k_walk_outro_none,
34 k_walk_outro_jump_to_air,
35 k_walk_outro_drop_in,
36 k_walk_outro_regular
37 }
38 outro_type;
39
40 struct skeleton_anim *outro_anim;
41 double outro_start_time;
42 }
43 state,
44 state_gate_storage;
45
46 enum mdl_surface_prop surface;
47 struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
48 *anim_jump_to_air, *anim_drop_in, *anim_intro;
49
50 float blend_fly,
51 blend_run,
52 blend_walk,
53
54 move_speed,
55 walk_timer;
56 };
57
58 VG_STATIC void player__walk_pre_update ( player_instance *player );
59 VG_STATIC void player__walk_update ( player_instance *player );
60 VG_STATIC void player__walk_post_update ( player_instance *player );
61 VG_STATIC void player__walk_animate ( player_instance *player,
62 player_animation *anim );
63 VG_STATIC void player__walk_post_animate( player_instance *player );
64 VG_STATIC void player__walk_im_gui ( player_instance *player );
65 VG_STATIC void player__walk_bind ( player_instance *player );
66 VG_STATIC void player__walk_transition ( player_instance *player, v3f angles );
67
68 #endif /* PLAYER_WALK_H */