skeleton_lerp_pose( sk,
pose->keyframes, player->holdout_pose.keyframes,
player->holdout_time, pose->keyframes );
+ q_nlerp( pose->root_q, player->holdout_pose.root_q,
+ player->holdout_time, pose->root_q );
player->holdout_time -= vg.time_frame_delta * 2.0f;
}
VG_STATIC void player__walk_transition( player_instance *player ){
struct player_walk *w = &player->_walk;
w->state.activity = k_walk_activity_air;
+ w->state.outro_type = k_walk_outro_none;
+ w->state.outro_start_time = 0.0;
+ w->state.jump_queued = 0;
+ w->state.jump_input_time = 0.0;
+ w->state.walk_timer = 0.0f;
+ w->state.step_phase = 0;
v3f fwd = { 0.0f, 0.0f, 1.0f };
q_mulv( player->rb.q, fwd, fwd );