dusting
[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 rb_capsule collider;
8
9 struct{
10 v3f prev_pos;
11 v3f drop_in_target,
12 drop_in_foot_anchor,
13 drop_in_start,
14 drop_in_normal;
15
16 float drop_in_start_angle,
17 drop_in_angle;
18
19 enum walk_activity{
20 k_walk_activity_air,
21 k_walk_activity_ground,
22 k_walk_activity_sleep,
23 k_walk_activity_immobile,
24 k_walk_activity_lockedmove
25 }
26 activity;
27
28 enum walk_outro{
29 k_walk_outro_none,
30 k_walk_outro_jump_to_air,
31 k_walk_outro_drop_in,
32 k_walk_outro_regular
33 }
34 outro_type;
35
36 struct skeleton_anim *outro_anim;
37 double outro_start_time;
38 }
39 state,
40 state_gate_storage;
41
42 enum mdl_surface_prop surface;
43 struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
44 *anim_jump_to_air, *anim_drop_in, *anim_intro;
45
46 float blend_fly,
47 blend_run,
48 blend_walk,
49
50 move_speed,
51 walk_timer;
52
53 int step_phase;
54 };
55
56 VG_STATIC float
57 k_walkspeed = 10.0f,
58 k_airspeed = 1.2f,
59 k_stopspeed = 4.0f,
60 k_walk_accel = 10.0f,
61 k_walk_air_accel = 7.0f,
62 k_walk_friction = 10.0f,
63 k_walk_step_height = 0.2f;
64
65 VG_STATIC void player__walk_register(void)
66 {
67 VG_VAR_F32( k_walkspeed, flags=VG_VAR_CHEAT );
68 VG_VAR_F32( k_stopspeed, flags=VG_VAR_CHEAT );
69 VG_VAR_F32( k_airspeed, flags=VG_VAR_CHEAT );
70 VG_VAR_F32( k_walk_friction, flags=VG_VAR_CHEAT );
71 VG_VAR_F32( k_walk_air_accel, flags=VG_VAR_CHEAT );
72 VG_VAR_F32( k_walk_accel, flags=VG_VAR_CHEAT );
73 }
74
75 VG_STATIC void player__walk_pre_update ( player_instance *player );
76 VG_STATIC void player__walk_update ( player_instance *player );
77 VG_STATIC void player__walk_post_update ( player_instance *player );
78 VG_STATIC void player__walk_animate ( player_instance *player,
79 player_animation *anim );
80 VG_STATIC void player__walk_post_animate( player_instance *player );
81 VG_STATIC void player__walk_im_gui ( player_instance *player );
82 VG_STATIC void player__walk_bind ( player_instance *player );
83 VG_STATIC void player__walk_transition ( player_instance *player, v3f angles );
84 VG_STATIC void player__walk_reset ( player_instance *player,
85 ent_spawn *rp );
86 VG_STATIC void player__walk_restore( player_instance *player );
87
88 #endif /* PLAYER_WALK_H */