npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 74668282b51104bf70c52c6e3b110a94776a6d5b..7014c778afcdba4d3d0b49e465923e9f2b64d994 100644 (file)
@@ -1,16 +1,46 @@
-#ifndef PLAYER_SKATE_C
-#define PLAYER_SKATE_C
-
+#include "player_skate.h"
 #include "player.h"
 #include "audio.h"
 #include "vg/vg_perlin.h"
+#include "vg/vg_lines.h"
 #include "menu.h"
 #include "ent_skateshop.h"
 #include "addon.h"
+#include "input.h"
+#include "ent_tornado.h"
+
+#include "vg/vg_rigidbody.h"
+#include "scene_rigidbody.h"
+#include "player_glide.h"
+#include "player_dead.h"
+#include "player_walk.h"
+
+struct player_skate player_skate;
+struct player_subsystem_interface player_subsystem_skate = 
+{
+   .system_register = player__skate_register,
+   .bind = player__skate_bind,
+   .pre_update = player__skate_pre_update,
+   .update = player__skate_update,
+   .post_update = player__skate_post_update,
+   .im_gui = player__skate_im_gui,
+   .animate = player__skate_animate,
+   .pose = player__skate_pose,
+   .effects = player__skate_effects,
+   .post_animate = player__skate_post_animate,
+   .network_animator_exchange = player__skate_animator_exchange,
+   .sfx_oneshot = player__skate_sfx_oneshot,
+   .sfx_comp = player__skate_comp_audio,
+   .sfx_kill = player__skate_kill_audio,
+
+   .animator_data = &player_skate.animator,
+   .animator_size = sizeof(player_skate.animator),
+   .name = "Skate"
+};
 
-static void player__skate_bind(void){
+void player__skate_bind(void){
    struct skeleton *sk = &localplayer.skeleton;
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 
    struct { struct skeleton_anim **anim; const char *name; }
    bindings[] = {
@@ -24,14 +54,15 @@ static void player__skate_bind(void){
       { &player_skate.anim_push_reverse, "push_reverse" },
       { &player_skate.anim_ollie,        "ollie" },
       { &player_skate.anim_ollie_reverse,"ollie_reverse" },
-      { &player_skate.anim_grabs,        "grabs" }
+      { &player_skate.anim_grabs,        "grabs" },
+      { &player_skate.anim_handplant,    "handplant" },
    };
 
    for( u32 i=0; i<vg_list_size(bindings); i++ )
       *bindings[i].anim = skeleton_get_anim( sk, bindings[i].name );
 }
 
-static void player__skate_kill_audio(void){
+void player__skate_kill_audio(void){
    audio_lock();
    if( player_skate.aud_main ){
       player_skate.aud_main = 
@@ -58,11 +89,11 @@ static void player__skate_kill_audio(void){
  * Does collision detection on a sphere vs world, and applies some smoothing
  * filters to the manifold afterwards
  */
-static int skate_collide_smooth( m4x3f mtx, rb_sphere *sphere, rb_ct *man ){
+static int skate_collide_smooth( m4x3f mtx, f32 r, rb_ct *man ){
    world_instance *world = world_current_instance();
 
    int len = 0;
-   len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man,
+   len = rb_sphere__scene( mtx, r, NULL, world->geo_bh, man,
                            k_material_flag_walking );
 
    for( int i=0; i<len; i++ ){
@@ -117,7 +148,7 @@ static int skate_grind_scansq( v3f pos, v3f dir, float r,
        support_max;
 
    v3f support_axis;
-   v3_cross( plane, localplayer.basis[1], support_axis );
+   v3_cross( plane, (v3f){0,1,0}, support_axis );
    v3_normalize( support_axis );
    
    bh_iter it;
@@ -154,9 +185,9 @@ static int skate_grind_scansq( v3f pos, v3f dir, float r,
             v3_cross( va, vb, normal );
 
             sample->normal[0] = v3_dot( support_axis, normal );
-            sample->normal[1] = v3_dot( localplayer.basis[1], normal );
+            sample->normal[1] = normal[1];
             sample->co[0]     = v3_dot( support_axis, d );
-            sample->co[1]     = v3_dot( localplayer.basis[1], d );
+            sample->co[1]     = d[1];
 
             v3_copy( normal, sample->normal3 ); /* normalize later
                                                    if we want to us it */
@@ -225,7 +256,7 @@ too_many_samples:
          v3_copy( sj->normal3, n1 );
          v3_cross( n0, n1, dir );
 
-         if( v3_length2( dir ) <= 0.001f )
+         if( v3_length2( dir ) <= 0.000001f )
             continue;
 
          v3_normalize( dir );
@@ -234,8 +265,8 @@ too_many_samples:
          v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
          v3_add( average_direction, dir, average_direction );
 
-         float yi = v3_dot( localplayer.basis[1], si->normal3 ),
-               yj = v3_dot( localplayer.basis[1], sj->normal3 );
+         float yi = si->normal3[1],
+               yj = sj->normal3[1];
 
          if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
          else          v3_add( sj->normal3, average_normal, average_normal );
@@ -287,18 +318,14 @@ static int create_jumps_to_hit_target( jump_info *jumps,
 
    v3f v0;
    v3_sub( target, localplayer.rb.co, v0 );
-   m3x3_mulv( localplayer.invbasis, v0, v0 );
 
    v3f ax;
    v3_copy( v0, ax );
    ax[1] = 0.0f;
    v3_normalize( ax );
 
-   v3f v_local;
-   m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_local );
-
-   v2f d = { v3_dot( ax, v0 ),           v0[1] },
-       v = { v3_dot( ax, v_local ), v_local[1] };
+   v2f d = { v3_dot( ax, v0 ),               v0[1] },
+       v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
@@ -317,7 +344,6 @@ static int create_jumps_to_hit_target( jump_info *jumps,
 
          v3_muls( ax, cosf( a0 ) * m, inf->v );
          inf->v[1] += sinf( a0 ) * m;
-         m3x3_mulv( localplayer.basis, inf->v, inf->v );
          inf->land_dist = d[0] / (cosf(a0)*m);
          inf->gravity = gravity;
 
@@ -330,7 +356,6 @@ static int create_jumps_to_hit_target( jump_info *jumps,
 
          v3_muls( ax, cosf( a1 ) * m, inf->v );
          inf->v[1] += sinf( a1 ) * m;
-         m3x3_mulv( localplayer.basis, inf->v, inf->v );
          inf->land_dist = d[0] / (cosf(a1)*m);
          inf->gravity = gravity;
 
@@ -341,10 +366,11 @@ static int create_jumps_to_hit_target( jump_info *jumps,
    return valid_count;
 }
 
-static void player__approximate_best_trajectory(void){
+void player__approximate_best_trajectory(void)
+{
    world_instance *world0 = world_current_instance();
 
-   float k_trace_delta = k_rb_delta * 10.0f;
+   float k_trace_delta = vg.time_fixed_delta * 10.0f;
    struct player_skate_state *state = &player_skate.state;
 
    state->air_start = vg.time;
@@ -358,7 +384,7 @@ static void player__approximate_best_trajectory(void){
    v3_normalize( axis );
 
    /* at high slopes, Y component is low */
-   float upness      = v3_dot( localplayer.rb.to_world[1], localplayer.basis[1] ),
+   float upness      = localplayer.rb.to_world[1][1],
          angle_begin = -(1.0f-fabsf( upness )),
          angle_end   =   1.0f;
 
@@ -408,21 +434,29 @@ static void player__approximate_best_trajectory(void){
       inf->gravity = gravity;
       v3_copy( launch_v, inf->v );
 
-      m3x3f basis;
-      m3x3_copy( localplayer.basis, basis );
+      /* initial conditions */
+      v3f v;
+      v3_copy( launch_v, v );
+      v3_copy( launch_co, co1 );
 
       for( int i=1; i<=50; i++ ){
-         float t = (float)i * k_trace_delta;
+         f32 t = (f32)i * k_trace_delta;
+
+         /* integrate forces */
+         v3f a;
+         ent_tornado_forces( co1, v, a );
+         a[1] -= gravity;
 
-         v3_muls( launch_v, t, co1 );
-         v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
-         v3_add( launch_co, co1, co1 );
+         /* position */
+         v3_muladds( co1, v, k_trace_delta, co1 );
+         v3_muladds( co1, a, 0.5f*k_trace_delta*k_trace_delta, co1 );
 
-         float launch_vy = v3_dot( launch_v,basis[1] );
+         /* velocity */
+         v3_muladds( v, a, k_trace_delta, v );
 
          int search_for_grind = 1;
          if( grind_located ) search_for_grind = 0;
-         if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
+         if( v[1] > 0.0f ) search_for_grind = 0;
 
          /* REFACTOR */
 
@@ -439,7 +473,7 @@ static void player__approximate_best_trajectory(void){
 
                for( int j=0; j<2; j++ ){
                   v3_muls( launch_v_bounds[j], t, bound[j] );
-                  v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
+                  bound[j][1] += -0.5f*gravity*t*t;
                   v3_add( launch_co, bound[j], bound[j] );
                }
 
@@ -456,16 +490,10 @@ static void player__approximate_best_trajectory(void){
          }
 
          if( search_for_grind ){
-            v3f ve;
-            v3_copy( launch_v, ve );
-            v3_muladds( ve, basis[1], -gravity * t, ve );
-
-            if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){
+            if( skate_grind_scansq( closest, v, 0.5f, &grind ) ){
                /* check alignment */
-               v2f v0 = { v3_dot( ve, basis[0] ), 
-                          v3_dot( ve, basis[2] ) },
-                   v1 = { v3_dot( grind.dir, basis[0] ), 
-                          v3_dot( grind.dir, basis[2] ) };
+               v2f v0 = { v[0], v[2] },
+                   v1 = { grind.dir[0], grind.dir[2] };
 
                v2_normalize( v0 );
                v2_normalize( v1 );
@@ -477,7 +505,7 @@ static void player__approximate_best_trajectory(void){
                   a_min = cosf( VG_PIf * 0.05f );
 
                /* check speed */
-               if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
+               if( (fabsf(v3_dot( v, grind.dir ))>=k_grind_axel_min_vel) &&
                    (a >= a_min) && 
                    (fabsf(grind.dir[1]) < 0.70710678118654752f))
                {
@@ -494,7 +522,9 @@ static void player__approximate_best_trajectory(void){
                m4x3_mulv( gate->transport, co1, co1 );
                m3x3_mulv( gate->transport, launch_v, launch_v);
                m4x3_mulv( gate->transport, launch_co, launch_co );
-               m3x3_mul( gate->transport, basis, basis );
+
+               if( gate->flags & k_ent_gate_nonlocal )
+                  trace_world = &world_static.instances[ gate->target ];
             }
          }
 
@@ -517,12 +547,7 @@ static void player__approximate_best_trajectory(void){
                world_tri_index_surface( trace_world, tri[0] );
 
             inf->type = k_prediction_land;
-
-            v3f ve;
-            v3_copy( launch_v, ve );
-            v3_muladds( ve, localplayer.basis[1], -gravity * t, ve );
-
-            inf->score = -v3_dot( ve, inf->n );
+            inf->score = -v3_dot( v, inf->n );
             inf->land_dist = t + k_trace_delta * t1;
 
             /* Bias prediction towords ramps */
@@ -567,13 +592,10 @@ static void player__approximate_best_trajectory(void){
 
          v3_copy( jump->v, launch_v );
          v3_copy( localplayer.rb.co, launch_co );
-
-         m3x3f basis;
-         m3x3_copy( localplayer.basis, basis );
          
          float t = 0.05f * jump->land_dist;
          v3_muls( launch_v, t, co0 );
-         v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
+         co0[1] += -0.5f * jump->gravity * t*t;
          v3_add( launch_co, co0, co0 );
 
          /* rough scan to make sure we dont collide with anything */
@@ -584,7 +606,7 @@ static void player__approximate_best_trajectory(void){
             t *= jump->land_dist;
 
             v3_muls( launch_v, t, co1 );
-            v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+            co1[1] += -0.5f * jump->gravity * t*t;
             v3_add( launch_co, co1, co1 );
             
             float t1;
@@ -605,8 +627,7 @@ static void player__approximate_best_trajectory(void){
          /* determine score */
          v3f ve;
          v3_copy( jump->v, ve );
-         v3_muladds( ve, localplayer.basis[1], 
-                     -jump->gravity*jump->land_dist, ve );
+         ve[1] += -jump->gravity*jump->land_dist;
          jump->score = -v3_dot( ve, grind.n ) * 0.9f;
 
          player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] = 
@@ -677,9 +698,8 @@ invalidated_grind:;
          v3_zero( state->flip_axis );
       }
    }
-   else{
-      v3_copy( localplayer.basis[1], state->land_normal );
-   }
+   else
+      v3_copy( (v3f){0,1,0}, state->land_normal );
 }
 
 /*
@@ -720,16 +740,16 @@ static void skate_apply_trick_model(void){
    v3_add( Fd, Fs, F );
    v3_mul( strength, F, F );
 
-   v3_muladds( state->trick_residualv, F, k_rb_delta, 
+   v3_muladds( state->trick_residualv, F, vg.time_fixed_delta, 
                state->trick_residualv );
    v3_muladds( state->trick_residuald, state->trick_residualv,
-               k_rb_delta, state->trick_residuald );
+               vg.time_fixed_delta, state->trick_residuald );
 
    if( state->activity <= k_skate_activity_air_to_grind ){
       if( v3_length2( state->trick_vel ) < 0.0001f )
          return;
 
-      int carry_on = player_skate_trick_input();
+      int carry_on = state->trick_type == player_skate_trick_input();
 
       /* we assume velocities share a common divisor, in which case the 
        * interval is the minimum value (if not zero) */
@@ -743,31 +763,36 @@ static void skate_apply_trick_model(void){
       }
 
       float interval = 1.0f / min_rate,
-            current  = floorf( state->trick_time / interval ),
-            next_end = (current+1.0f) * interval;
+            current  = floorf( state->trick_time ),
+            next_end = current+1.0f;
 
 
       /* integrate trick velocities */
-      v3_muladds( state->trick_euler, state->trick_vel, k_rb_delta,
+      v3_muladds( state->trick_euler, state->trick_vel, vg.time_fixed_delta,
                   state->trick_euler );
 
-      if( !carry_on && (state->trick_time + k_rb_delta >= next_end) ){
+      if( !carry_on && (state->trick_time + vg.time_fixed_delta/interval >= next_end) ){
          state->trick_time = 0.0f;
          state->trick_euler[0] = roundf( state->trick_euler[0] );
          state->trick_euler[1] = roundf( state->trick_euler[1] );
          state->trick_euler[2] = roundf( state->trick_euler[2] );
          v3_copy( state->trick_vel, state->trick_residualv );
          v3_zero( state->trick_vel );
-      }
 
-      state->trick_time += k_rb_delta;
+         audio_lock();
+         audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4], 
+               localplayer.rb.co, 40.0f, 1.0f );
+         audio_unlock();
+      }
+      else 
+         state->trick_time += vg.time_fixed_delta / interval;
    }
    else{
       if( (v3_length2(state->trick_vel) >= 0.0001f ) &&
           state->trick_time > 0.2f)
       {
-         player__skate_kill_audio();
-         player__dead_transition();
+         vg_info( "player fell off due to lack of skill\n" );
+         player__dead_transition( k_player_die_type_feet );
       }
 
       state->trick_euler[0] = roundf( state->trick_euler[0] );
@@ -792,7 +817,7 @@ static void skate_apply_grab_model(void){
    else
       v2_zero( state->grab_mouse_delta );
 
-   state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*k_rb_delta );
+   state->grabbing = vg_lerpf( state->grabbing, grabt, 8.4f*vg.time_fixed_delta );
 }
 
 static void skate_apply_steering_model(void){
@@ -813,6 +838,8 @@ static void skate_apply_steering_model(void){
    float rate = 26.0f,
          top  = 1.0f;
 
+   f32 skid_target = 0.0f;
+
    if( state->activity <= k_skate_activity_air_to_grind ){
       rate = 6.0f * fabsf(steer);
       top  = 1.5f;
@@ -829,7 +856,7 @@ static void skate_apply_steering_model(void){
       else if( state->activity >= k_skate_activity_grind_any ){
          rate *= fabsf(steer);
 
-         float a = 0.8f * -steer * k_rb_delta;
+         float a = 0.8f * -steer * vg.time_fixed_delta;
 
          v4f q;
          q_axis_angle( q, localplayer.rb.to_world[1], a );
@@ -842,15 +869,39 @@ static void skate_apply_steering_model(void){
          rate = 35.0f;
          top  = 1.5f;
       }
-      
+      else {
+         f32 skid = axis_state(k_sraxis_skid);
+
+         /* skids on keyboard lock to the first direction pressed */
+         if( vg_input.display_input_method == k_input_method_kbm ){
+            if( button_press(k_srbind_skid) && (fabsf(state->skid)<0.01f) &&
+                (fabsf(steer) > 0.4f) ){
+               state->skid = vg_signf( steer ) * 0.02f;
+            }
+
+            if( button_press(k_srbind_skid) && (fabsf(state->skid)>0.01f) ){
+               skid_target = vg_signf( state->skid );
+            }
+         }
+         else {
+            if( fabsf(skid) > 0.1f ){
+               skid_target = skid;
+            }
+         }
+      }
+
       if( grab < 0.5f ){
          top *= 1.0f+v3_length( state->throw_v )*k_mmthrow_steer;
       }
    }
 
+   vg_slewf( &state->skid, skid_target, vg.time_fixed_delta*(1.0f/0.1f) );
+   steer = vg_lerpf( steer, state->skid*k_steer_ground*0.5f, 
+                     fabsf(state->skid*0.8f) );
+
    float current  = v3_dot( localplayer.rb.to_world[1], localplayer.rb.w ),
          addspeed = (steer * -top) - current,
-         maxaccel = rate * k_rb_delta,
+         maxaccel = rate * vg.time_fixed_delta,
          accel    = vg_clampf( addspeed, -maxaccel, maxaccel );
 
    v3_muladds( localplayer.rb.w, localplayer.rb.to_world[1], 
@@ -881,14 +932,29 @@ static void skate_apply_friction_model(void){
    state->slip = slip;
    state->reverse = -vg_signf(vel[2]);
 
-   vel[0] += vg_cfrictf( vel[0], k_friction_lat * k_rb_delta );
-   vel[2] += vg_cfrictf( vel[2], k_friction_resistance * k_rb_delta );
+   f32 lat = k_friction_lat;
+
+   if( fabsf(axis_state(k_sraxis_skid)) > 0.1f ){
+      if( (player_skate.surface == k_surface_prop_snow) ||
+          (player_skate.surface == k_surface_prop_sand) ){
+         lat *= 8.0f;
+      }
+      else
+         lat *= 1.5f;
+   }
+
+   if( player_skate.surface == k_surface_prop_snow )
+      lat *= 0.5f;
+   else if( player_skate.surface == k_surface_prop_sand )
+      lat *= 0.6f;
+
+   vel[0] += vg_cfrictf( vel[0], lat * vg.time_fixed_delta );
+   vel[2] += vg_cfrictf( vel[2], k_friction_resistance * vg.time_fixed_delta );
 
    /* Pushing additive force */
 
-   if( !button_press( k_srbind_jump ) ){
-      if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) )
-      {
+   if( !button_press( k_srbind_jump ) && (fabsf(state->skid)<0.1f) ){
+      if( button_press( k_srbind_push ) || (vg.time-state->start_push<0.75) ){
          if( (vg.time - state->cur_push) > 0.25 )
             state->start_push = vg.time;
 
@@ -923,13 +989,13 @@ static void skate_apply_jump_model(void){
    }
 
    if( state->charging_jump ){
-      state->jump_charge += k_rb_delta * k_jump_charge_speed;
+      state->jump_charge += vg.time_fixed_delta * k_jump_charge_speed;
 
       if( !charging_jump_prev )
          state->jump_dir = state->reverse>0.0f? 1: 0;
    }
    else{
-      state->jump_charge -= k_jump_charge_speed * k_rb_delta;
+      state->jump_charge -= k_jump_charge_speed * vg.time_fixed_delta;
    }
 
    state->jump_charge = vg_clampf( state->jump_charge, 0.0f, 1.0f );
@@ -939,7 +1005,7 @@ static void skate_apply_jump_model(void){
       v3f jumpdir;
       
       /* Launch more up if alignment is up else improve velocity */
-      float aup = v3_dot( localplayer.basis[1], localplayer.rb.to_world[1] ),
+      float aup = localplayer.rb.to_world[1][1],
             mod = 0.5f,
             dir = mod + fabsf(aup)*(1.0f-mod);
 
@@ -966,6 +1032,7 @@ static void skate_apply_jump_model(void){
          q_mulv( qtilt, jumpdir, jumpdir );
       }
       state->surface_cooldown = 10;
+      state->trick_input_collect = 0.0f;
       
       float force = k_jump_force*state->jump_charge;
       v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
@@ -977,6 +1044,38 @@ static void skate_apply_jump_model(void){
    }
 }
 
+static void skate_apply_handplant_model(void){
+   struct player_skate_state *state = &player_skate.state;
+   if( localplayer.rb.to_world[1][1] < -0.1f ) return;
+   if( localplayer.rb.to_world[1][1] > 0.6f ) return;
+   if( !( button_press(k_srbind_skid) || (fabsf(state->skid)>0.1f)) ) return;
+
+   v3f lco = { 0.0f, -0.2f, -state->reverse },
+       co, dir;
+   m4x3_mulv( localplayer.rb.to_world, lco, co );
+   v3_muls( localplayer.rb.to_world[2], state->reverse, dir );
+   vg_line_arrow( co, dir, 0.13f, 0xff000000 );
+
+   ray_hit hit = { .dist = 2.0f };
+   if( ray_world( world_current_instance(), co, dir, 
+                  &hit, k_material_flag_ghosts )) {
+      vg_line( co, hit.pos, 0xff000000 );
+      vg_line_point( hit.pos, 0.1f, 0xff000000 );
+
+      if( hit.normal[1] < 0.7f ) return;
+      if( hit.dist < 0.95f ) return;
+
+      state->activity = k_skate_activity_handplant;
+      state->handplant_t = 0.0f;
+      v3_copy( localplayer.rb.co, state->store_co );
+      v3_copy( localplayer.rb.v, state->air_init_v );
+      v4_copy( localplayer.rb.q, state->store_q );
+      v3_copy( state->cog, state->store_cog );
+      v3_copy( state->cog_v, state->store_cog_v );
+      v4_copy( state->smoothed_rotation, state->store_smoothed );
+   }
+}
+
 static void skate_apply_pump_model(void){
    struct player_skate_state *state = &player_skate.state;
 
@@ -1020,7 +1119,7 @@ static void skate_apply_pump_model(void){
       v3_normalize( dir );
 
       float max = v3_dot( dir, state->throw_v ),
-            amt = vg_minf( k_mmdecay * k_rb_delta, max );
+            amt = vg_minf( k_mmdecay * vg.time_fixed_delta, max );
       v3_muladds( state->throw_v, dir, -amt, state->throw_v );
    }
 }
@@ -1041,31 +1140,29 @@ static void skate_apply_cog_model(void){
    v3_sub( localplayer.rb.v, state->cog_v, rv );
 
    v3f F;
-   v3_muls( ideal_diff, -k_cog_spring * k_rb_rate, F );
-   v3_muladds( F, rv,   -k_cog_damp * k_rb_rate, F );
+   v3_muls( ideal_diff, -k_cog_spring * 60.0f, F );
+   v3_muladds( F, rv,   -k_cog_damp * 60.0f, F );
 
    float ra = k_cog_mass_ratio,
          rb = 1.0f-k_cog_mass_ratio;
 
    /* Apply forces & intergrate */
    v3_muladds( state->cog_v, F, -rb, state->cog_v );
-   v3_muladds( state->cog_v, localplayer.basis[1], -9.8f * k_rb_delta,
-               state->cog_v );
-
-   v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
+   state->cog_v[1] += -9.8f * vg.time_fixed_delta;
+   v3_muladds( state->cog, state->cog_v, vg.time_fixed_delta, state->cog );
 }
 
 static void skate_integrate(void){
    struct player_skate_state *state = &player_skate.state;
 
-   float rate_x = 1.0f - (k_rb_delta * 3.0f),
+   float rate_x = 1.0f - (vg.time_fixed_delta * 3.0f),
          rate_z = rate_x,
          rate_y = 1.0f;
 
    if( state->activity >= k_skate_activity_grind_any ){
-      rate_x = 1.0f-(16.0f*k_rb_delta);
-      rate_y = 1.0f-(10.0f*k_rb_delta);
-      rate_z = 1.0f-(40.0f*k_rb_delta);
+      rate_x = 1.0f-(16.0f*vg.time_fixed_delta);
+      rate_y = 1.0f-(10.0f*vg.time_fixed_delta);
+      rate_z = 1.0f-(40.0f*vg.time_fixed_delta);
    }
 
    float wx = v3_dot( localplayer.rb.w, localplayer.rb.to_world[0] ) * rate_x,
@@ -1078,8 +1175,8 @@ static void skate_integrate(void){
    v3_muladds( localplayer.rb.w, localplayer.rb.to_world[2], wz, 
                localplayer.rb.w );
 
-   state->flip_time += state->flip_rate * k_rb_delta;
-   rb_update_transform( &localplayer.rb );
+   state->flip_time += state->flip_rate * vg.time_fixed_delta;
+   rb_update_matrices( &localplayer.rb );
 }
 
 static enum trick_type player_skate_trick_input(void){
@@ -1089,12 +1186,76 @@ static enum trick_type player_skate_trick_input(void){
           (button_press( k_srbind_trick2 )     );
 }
 
-static void player__skate_pre_update(void){
+void player__skate_pre_update(void){
    struct player_skate_state *state = &player_skate.state;
 
-   if( button_down( k_srbind_use ) ){
+   if( state->activity == k_skate_activity_handplant ){
+      state->handplant_t += vg.time_delta;
+      mdl_keyframe hpose[32];
+
+      struct skeleton_anim *anim = player_skate.anim_handplant;
+
+      int end = !skeleton_sample_anim_clamped( 
+               &localplayer.skeleton, anim,
+               state->handplant_t, hpose );
+
+      if( state->reverse < 0.0f )
+         player_mirror_pose( hpose, hpose );
+
+      mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
+      m4x3f world, mmdl, world_view;
+      q_m3x3( kf_world->q, world );
+      v3_copy( kf_world->co, world[3] );
+
+      /* original mtx */
+      q_m3x3( state->store_q, mmdl );
+      v3_copy( state->store_co, mmdl[3] );
+      m4x3_mul( mmdl, world, world_view );
+
+      vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
+      vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
+      vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
+
+      m4x3f invworld;
+      m4x3_invert_affine( world, invworld );
+      m4x3_mul( mmdl, invworld, world_view );
+
+      v3_copy( world_view[3], localplayer.rb.co );
+      m3x3_q( world_view, localplayer.rb.q );
+
+      /* new * old^-1 = transfer function */
+      m4x3f transfer;
+      m4x3_invert_affine( mmdl, transfer );
+      m4x3_mul( world_view, transfer, transfer );
+
+      m3x3_mulv( transfer, state->air_init_v, localplayer.rb.v );
+      m3x3_mulv( transfer, state->store_cog_v, state->cog_v );
+
+      m4x3_mulv( transfer, state->store_cog, state->cog );
+      v3_muladds( state->cog, localplayer.rb.to_world[1], 
+                  -state->handplant_t*0.5f, state->cog );
+
+      v4f qtransfer;
+      m3x3_q( transfer, qtransfer );
+      q_mul( qtransfer, state->store_smoothed, state->smoothed_rotation );
+      q_normalize( state->smoothed_rotation );
+      rb_update_matrices( &localplayer.rb );
+
+      if( end ){
+         state->activity = k_skate_activity_air;
+      }
+      else return;
+   }
+
+   if( button_down(k_srbind_use) && (v3_length2(state->trick_vel) < 0.01f) ){
       localplayer.subsystem = k_player_subsystem_walk;
 
+      if( (state->activity <= k_skate_activity_air_to_grind) &&
+           localplayer.have_glider ){
+         player_glide_transition();
+         return;
+      }
+
       v3f angles;
       v3_copy( localplayer.cam.angles, localplayer.angles );
       localplayer.angles[2] = 0.0f;
@@ -1104,19 +1265,33 @@ static void player__skate_pre_update(void){
       v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
       v3_sub( localplayer.rb.co, newpos, offset );
       v3_copy( newpos, localplayer.rb.co );
+      v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], -0.1f,
+                  localplayer.rb.co );
 
       player__begin_holdout( offset );
-      player__skate_kill_audio();
-      player__walk_transition();
+      player__walk_transition( state->activity <= k_skate_activity_air_to_grind?
+                               0: 1, state->trick_euler[0] );
+
       return;
    }
 
+   enum trick_type trick = player_skate_trick_input();
+   if( trick )
+      state->trick_input_collect += vg.time_frame_delta;
+   else 
+      state->trick_input_collect = 0.0f;
+
    if( state->activity <= k_skate_activity_air_to_grind ){
-      enum trick_type trick = k_trick_type_none;
-      if( (trick = player_skate_trick_input()) ){
-         if( (vg.time - state->jump_time) < 0.1f ){
+      if( trick && (state->trick_input_collect < 0.1f) ){
+         if( state->trick_time == 0.0f ){
+            audio_lock();
+            audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4], 
+                  localplayer.rb.co, 40.0f, 1.0f );
+            audio_unlock();
+         }
+
+         if( state->trick_time < 0.1f ){
             v3_zero( state->trick_vel );
-            state->trick_time = 0.0f;
 
             if( trick == k_trick_type_kickflip ){
                state->trick_vel[0] = 3.0f;
@@ -1136,44 +1311,26 @@ static void player__skate_pre_update(void){
       state->trick_type = k_trick_type_none;
 }
 
-static void player__skate_post_update(void){
-   struct player_skate_state *state = &player_skate.state;
-
-   for( int i=0; i<player_skate.possible_jump_count; i++ ){
-      jump_info *jump = &player_skate.possible_jumps[i];
-
-      if( jump->log_length == 0 ){
-         vg_fatal_error( "assert: jump->log_length == 0\n" );
-      }
-      
-      for( int j=0; j<jump->log_length - 1; j ++ ){
-         float brightness = jump->score*jump->score*jump->score;
-         v3f p1;
-         v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
-         vg_line( jump->log[j], p1, jump->colour );
-      }
-
-      vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
-
-      v3f p1;
-      v3_add( jump->log[jump->log_length-1], jump->n, p1 );
-      vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
-
-      vg_line_point( jump->apex, 0.02f, 0xffffffff );
-   }
-
+void player__skate_comp_audio( void *_animator ){
+   struct player_skate_animator *animator = _animator;
    audio_lock();
 
-   float air   = state->activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
-         speed = v3_length( localplayer.rb.v ),
-         attn  = vg_minf( 1.0f, speed*0.1f ),
-         slide = vg_clampf( fabsf(state->slip), 0.0f, 1.0f );
+   f32 air   = ((animator->activity <= k_skate_activity_air_to_grind) ||
+                (animator->activity == k_skate_activity_handplant))? 1.0f: 0.0f,
+       speed = v3_length( animator->root_v ),
+       attn  = vg_minf( 1.0f, speed*0.1f ),
+       slide = animator->slide;
 
-   if( state->activity >= k_skate_activity_grind_any ){
+   if( animator->activity >= k_skate_activity_grind_any )
       slide = 0.0f;
+
+   f32 gate = skaterift.time_rate;
+
+   if( skaterift.activity == k_skaterift_replay ){
+      gate = vg_minf( 1.0f, fabsf(player_replay.track_velocity) );
    }
 
-   f32 gate        = skaterift.time_rate,
+   f32
        vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
        vol_air     = sqrtf(       air *attn * 0.5f )              * gate,
        vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f )       * gate;
@@ -1198,8 +1355,8 @@ static void player__skate_post_update(void){
    float sidechain_amt = 0.0f,
          hz            = vg_maxf( speed * 2.0f, 2.0f );
 
-   if( (player_skate.surface == k_surface_prop_tiles) &&
-       (state->activity < k_skate_activity_grind_any) )
+   if( (animator->surface == k_surface_prop_tiles) &&
+       (animator->activity < k_skate_activity_grind_any) )
       sidechain_amt = 1.0f;
    else
       sidechain_amt = 0.0f;
@@ -1214,29 +1371,33 @@ static void player__skate_post_update(void){
    else{
       int sample_type = k_skate_sample_concrete;
 
-      if( state->activity == k_skate_activity_grind_5050 ){
-         if( player_skate.surface == k_surface_prop_metal )
+      if( animator->activity == k_skate_activity_grind_5050 ){
+         if( animator->surface == k_surface_prop_metal )
             sample_type = k_skate_sample_metal_scrape_generic;
          else
             sample_type = k_skate_sample_concrete_scrape_metal;
       }
-      else if( (state->activity == k_skate_activity_grind_back50) ||
-               (state->activity == k_skate_activity_grind_front50) )
+      else if( (animator->activity == k_skate_activity_grind_back50) ||
+               (animator->activity == k_skate_activity_grind_front50) )
       {
-         if( player_skate.surface == k_surface_prop_metal ){
+         if( animator->surface == k_surface_prop_metal ){
             sample_type = k_skate_sample_metal_scrape_generic;
          }
          else{
+#if 0
             float a = v3_dot( localplayer.rb.to_world[2], 
                               player_skate.grind_dir );
             if( fabsf(a) > 0.70710678118654752f )
                sample_type = k_skate_sample_concrete_scrape_wood;
             else 
                sample_type = k_skate_sample_concrete_scrape_metal;
+#endif
+
+            sample_type = k_skate_sample_concrete_scrape_wood;
          }
       }
-      else if( state->activity == k_skate_activity_grind_boardslide ){
-         if( player_skate.surface == k_surface_prop_metal )
+      else if( animator->activity == k_skate_activity_grind_boardslide ){
+         if( animator->surface == k_surface_prop_metal )
             sample_type = k_skate_sample_metal_scrape_generic;
          else
             sample_type = k_skate_sample_concrete_scrape_wood;
@@ -1265,7 +1426,7 @@ static void player__skate_post_update(void){
    if( player_skate.aud_main ){
       player_skate.aud_main->colour = 0x00103efe;
       audio_channel_set_spacial( player_skate.aud_main, 
-                                 localplayer.rb.co, 40.0f );
+                                 animator->root_co, 40.0f );
       //audio_channel_slope_volume( player_skate.aud_main, 0.05f, vol_main );
       audio_channel_edit_volume( player_skate.aud_main, vol_main, 1 );
       audio_channel_sidechain_lfo( player_skate.aud_main, 0, sidechain_amt );
@@ -1277,7 +1438,7 @@ static void player__skate_post_update(void){
    if( player_skate.aud_slide ){
       player_skate.aud_slide->colour = 0x00103efe;
       audio_channel_set_spacial( player_skate.aud_slide, 
-                                 localplayer.rb.co, 40.0f );
+                                 animator->root_co, 40.0f );
       //audio_channel_slope_volume( player_skate.aud_slide, 0.05f, vol_slide );
       audio_channel_edit_volume( player_skate.aud_slide, vol_slide, 1 );
       audio_channel_sidechain_lfo( player_skate.aud_slide, 0, sidechain_amt );
@@ -1286,7 +1447,7 @@ static void player__skate_post_update(void){
    if( player_skate.aud_air ){
       player_skate.aud_air->colour = 0x00103efe;
       audio_channel_set_spacial( player_skate.aud_air, 
-                                 localplayer.rb.co, 40.0f );
+                                 animator->root_co, 40.0f );
       //audio_channel_slope_volume( player_skate.aud_air, 0.05f, vol_air );
       audio_channel_edit_volume( player_skate.aud_air, vol_air, 1 );
    }
@@ -1294,6 +1455,33 @@ static void player__skate_post_update(void){
    audio_unlock();
 }
 
+void player__skate_post_update(void){
+   struct player_skate_state *state = &player_skate.state;
+
+   for( int i=0; i<player_skate.possible_jump_count; i++ ){
+      jump_info *jump = &player_skate.possible_jumps[i];
+
+      if( jump->log_length == 0 ){
+         vg_fatal_error( "assert: jump->log_length == 0\n" );
+      }
+      
+      for( int j=0; j<jump->log_length - 1; j ++ ){
+         float brightness = jump->score*jump->score*jump->score;
+         v3f p1;
+         v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+         vg_line( jump->log[j], p1, jump->colour );
+      }
+
+      vg_line_cross( jump->log[jump->log_length-1], jump->colour, 0.25f );
+
+      v3f p1;
+      v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+      vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
+
+      vg_line_point( jump->apex, 0.02f, 0xffffffff );
+   }
+}
+
 /*
  * truck alignment model at ra(local)
  * returns 1 if valid surface:
@@ -1497,7 +1685,7 @@ static void skate_adjust_up_direction(void){
    }
    else{
       v3f avg;
-      v3_add( localplayer.rb.to_world[1], localplayer.basis[1], avg );
+      v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
       v3_normalize( avg );
 
       v3_lerp( state->up_dir, avg,
@@ -1536,7 +1724,7 @@ static void skate_grind_friction( struct grind_info *inf, float strength ){
          dir      = vg_signf( v3_dot( localplayer.rb.v, inf->dir ) ),
          F        = a * -dir * k_grind_max_friction;
 
-   v3_muladds( localplayer.rb.v, inf->dir, F*k_rb_delta*strength, 
+   v3_muladds( localplayer.rb.v, inf->dir, F*vg.time_fixed_delta*strength, 
                localplayer.rb.v );
 }
 
@@ -1548,7 +1736,7 @@ static void skate_grind_decay( struct grind_info *inf, float strength ){
    v3f v_grind;
    m3x3_mulv( mtx_inv, localplayer.rb.v, v_grind );
 
-   float decay = 1.0f - ( k_rb_delta * k_grind_decayxy * strength );
+   float decay = 1.0f - ( vg.time_fixed_delta * k_grind_decayxy * strength );
    v3_mul( v_grind, (v3f){ 1.0f, decay, decay }, v_grind );
    m3x3_mulv( mtx, v_grind, localplayer.rb.v );
 }
@@ -1556,7 +1744,6 @@ static void skate_grind_decay( struct grind_info *inf, float strength ){
 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
                                         float strength ){
    struct player_skate_state *state = &player_skate.state;
-
    /* REFACTOR */
    v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
    v3f raw, wsp;
@@ -1569,7 +1756,7 @@ static void skate_grind_truck_apply( float sign, struct grind_info *inf,
    v3_sub( inf->co, wsp, delta );
 
    /* spring force */
-   v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*k_rb_delta, 
+   v3_muladds( localplayer.rb.v, delta, k_spring_force*strength*vg.time_fixed_delta, 
                localplayer.rb.v );
 
    skate_grind_decay( inf, strength );
@@ -1609,12 +1796,12 @@ static void skate_grind_truck_apply( float sign, struct grind_info *inf,
    rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
                                     k_grind_spring, 
                                     k_grind_dampener,
-                                    k_rb_delta );
+                                    vg.time_fixed_delta );
 
    rb_effect_spring_target_vector( &localplayer.rb, fwd, target_fwd,
                                     k_grind_spring*strength, 
                                     k_grind_dampener*strength,
-                                    k_rb_delta );
+                                    vg.time_fixed_delta );
 
    vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
    vg_line_arrow( localplayer.rb.co, fwd, 0.8f, VG__RED );
@@ -1672,7 +1859,7 @@ static void skate_5050_apply( struct grind_info *inf_front,
    rb_effect_spring_target_vector( &localplayer.rb, up, target_up,
                                     k_grind_spring, 
                                     k_grind_dampener,
-                                    k_rb_delta );
+                                    vg.time_fixed_delta );
    vg_line_arrow( localplayer.rb.co, up, 1.0f, VG__GREEN );
    vg_line_arrow( localplayer.rb.co, target_up, 1.0f, VG__GREEN );
 
@@ -1690,7 +1877,7 @@ static void skate_5050_apply( struct grind_info *inf_front,
    rb_effect_spring_target_vector( &localplayer.rb, fwd_nplane, dir_nplane,
                                     1000.0f,
                                     k_grind_dampener,
-                                    k_rb_delta );
+                                    vg.time_fixed_delta );
    vg_line_arrow( localplayer.rb.co, fwd_nplane, 0.8f, VG__RED );
    vg_line_arrow( localplayer.rb.co, dir_nplane, 0.8f, VG__RED );
 
@@ -1705,7 +1892,7 @@ static void skate_5050_apply( struct grind_info *inf_front,
    v3_sub( inf_back->co,  pos_back, delta_back );
    v3_add( delta_front, delta_back, delta_total );
 
-   v3_muladds( localplayer.rb.v, delta_total, 50.0f * k_rb_delta, 
+   v3_muladds( localplayer.rb.v, delta_total, 50.0f * vg.time_fixed_delta, 
                localplayer.rb.v );
 
    /* Fake contact */
@@ -1834,12 +2021,12 @@ static void skate_boardslide_apply( struct grind_info *inf ){
    rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[0],
                                     dir, 
                                     k_grind_spring, k_grind_dampener,
-                                    k_rb_delta );
+                                    vg.time_fixed_delta );
 
    rb_effect_spring_target_vector( &localplayer.rb, localplayer.rb.to_world[2],
                                     perp,
                                     k_grind_spring, k_grind_dampener,
-                                    k_rb_delta );
+                                    vg.time_fixed_delta );
 
    vg_line_arrow( localplayer.rb.co, dir, 0.5f, VG__GREEN );
    vg_line_arrow( localplayer.rb.co, perp, 0.5f, VG__BLUE );
@@ -2038,19 +2225,21 @@ static enum skate_activity skate_availible_grind(void){
    return new_activity;
 }
 
-static void player__skate_update(void){
+void player__skate_update(void){
    struct player_skate_state *state = &player_skate.state;
    world_instance *world = world_current_instance();
 
+   if( state->activity == k_skate_activity_handplant ){
+      return;
+   }
+
    if( world->water.enabled ){
       if( localplayer.rb.co[1]+0.25f < world->water.height ){
-#if 0
+         vg_info( "player fell off due to being in water\n" );
          player__networked_sfx( k_player_subsystem_walk, 32, 
                                 k_player_walk_soundeffect_splash,
                                 localplayer.rb.co, 1.0f );
-#endif
-         player__skate_kill_audio();
-         player__dead_transition();
+         player__dead_transition( k_player_die_type_generic );
          return;
       }
    }
@@ -2102,12 +2291,10 @@ static void player__skate_update(void){
          }
       }
       min_dist -= 0.2f;
-      float vy = v3_dot( localplayer.basis[1], localplayer.rb.v );
-            vy = vg_maxf( 0.0f, vy );
-
+      float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
       slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
    }
-   state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
+   state->slap = vg_lerpf( state->slap, slap, 10.0f*vg.time_fixed_delta );
 
    wheels[0].pos[1] = state->slap;
    wheels[1].pos[1] = state->slap;
@@ -2115,7 +2302,7 @@ static void player__skate_update(void){
 
    const int k_wheel_count = 2;
 
-   player_skate.substep = k_rb_delta;
+   player_skate.substep = vg.time_fixed_delta;
    player_skate.substep_delta = player_skate.substep;
    player_skate.limit_count = 0;
 
@@ -2212,10 +2399,16 @@ grinding:;
    skate_adjust_up_direction();
    skate_apply_cog_model();
    skate_apply_jump_model();
+   skate_apply_handplant_model();
    skate_apply_grab_model();
    skate_apply_trick_model();
    skate_apply_pump_model();
 
+   ent_tornado_debug();
+   v3f a;
+   ent_tornado_forces( localplayer.rb.co, localplayer.rb.v, a );
+   v3_muladds( localplayer.rb.v, a, vg.time_fixed_delta, localplayer.rb.v );
+
 begin_collision:;
 
    /*
@@ -2279,7 +2472,7 @@ begin_collision:;
 
    /* clamp to a fraction of delta, to prevent locking */
    float rate_lock = substep_count;
-   rate_lock *= k_rb_delta * 0.1f;
+   rate_lock *= vg.time_fixed_delta * 0.1f;
    rate_lock *= rate_lock;
 
    max_time = vg_maxf( max_time, rate_lock );
@@ -2304,10 +2497,8 @@ begin_collision:;
       v3_add( localplayer.rb.co, cg_offset, localplayer.rb.co );
    }
 
-   rb_update_transform( &localplayer.rb );
-   v3_muladds( localplayer.rb.v, localplayer.basis[1],
-               -state->gravity_bias * player_skate.substep_delta, 
-               localplayer.rb.v );
+   rb_update_matrices( &localplayer.rb );
+   localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
 
    player_skate.substep -= player_skate.substep_delta;
 
@@ -2326,10 +2517,10 @@ begin_collision:;
                           k_material_flag_walking ) != -1) )
    {
       v3_lerp( start_co, localplayer.rb.co, t, localplayer.rb.co );
-      rb_update_transform( &localplayer.rb );
+      rb_update_matrices( &localplayer.rb );
 
-      player__skate_kill_audio();
-      player__dead_transition();
+      vg_info( "player fell of due to hitting head\n" );
+      player__dead_transition( k_player_die_type_head );
       return;
    }
 
@@ -2345,12 +2536,10 @@ begin_collision:;
       m4x3f mtx;
       m3x3_identity( mtx );
       m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, mtx[3] );
-      
-      rb_sphere collider = { .radius = wheels[i].radius };
 
       rb_ct *man = &manifold[ manifold_len ];
 
-      int l = skate_collide_smooth( mtx, &collider, man );
+      int l = skate_collide_smooth( mtx, wheels[i].radius, man );
       if( l )
          wheels[i].state = k_collider_state_colliding;
 
@@ -2358,8 +2547,8 @@ begin_collision:;
    }
 
    float grind_radius = k_board_radius * 0.75f;
-   rb_capsule capsule = { .height = (k_board_length+0.2f)*2.0f, 
-                          .radius=grind_radius };
+   rb_capsule capsule = { .h = (k_board_length+0.2f)*2.0f, 
+                          .r = grind_radius };
    m4x3f mtx;
    v3_muls( localplayer.rb.to_world[0],  1.0f, mtx[0] );
    v3_muls( localplayer.rb.to_world[2], -1.0f, mtx[1] );
@@ -2369,7 +2558,7 @@ begin_collision:;
 
    rb_ct *cman = &manifold[manifold_len];
 
-   int l = rb_capsule__scene( mtx, &capsule, NULL, &world->rb_geo.inf.scene,
+   int l = rb_capsule__scene( mtx, &capsule, NULL, world->geo_bh,
                               cman, k_material_flag_walking );
 
    /* weld joints */
@@ -2379,9 +2568,7 @@ begin_collision:;
    l = rb_manifold_apply_filtered( cman, l );
 
    manifold_len += l;
-
-   if( vg_lines.draw )
-      vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+   vg_line_capsule( mtx, capsule.r, capsule.h, VG__WHITE );
 
    /* add limits */
    if( state->activity >= k_skate_activity_grind_any ){
@@ -2412,7 +2599,7 @@ begin_collision:;
    }
 
    /* yes, we are currently rebuilding mass matrices every frame. too bad! */
-   v3f extent = { k_board_width, 0.1f, k_board_length };
+   v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
    float ex2 = k_board_interia*extent[0]*extent[0],
          ey2 = k_board_interia*extent[1]*extent[1],
          ez2 = k_board_interia*extent[2]*extent[2];
@@ -2442,7 +2629,7 @@ begin_collision:;
           * regular dance; calculate velocity & total mass, apply impulse.
           */
 
-         struct contact *ct = &manifold[i];
+         rb_ct *ct = &manifold[i];
          
          v3f rv, delta;
          v3_sub( ct->co, world_cog, delta ); 
@@ -2481,7 +2668,7 @@ begin_collision:;
    v3f dt;
    rb_depenetrate( manifold, manifold_len, dt );
    v3_add( dt, localplayer.rb.co, localplayer.rb.co );
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 
    substep_count ++;
 
@@ -2496,9 +2683,9 @@ begin_collision:;
    f32 nforce = v3_length(normal_total);
    if( nforce > 4.0f ){
       if( nforce > 17.6f ){
+         vg_info( "player fell off due to hitting ground too hard\n" );
          v3_muladds( localplayer.rb.v, normal_total, -1.0f, localplayer.rb.v );
-         player__dead_transition();
-         player__skate_kill_audio();
+         player__dead_transition( k_player_die_type_feet );
          return;
       }
 
@@ -2552,7 +2739,9 @@ begin_collision:;
       q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
       q_mul( transport_rotation, state->smoothed_rotation,
                                  state->smoothed_rotation );
-      rb_update_transform( &localplayer.rb );
+      q_normalize( localplayer.rb.q );
+      q_normalize( state->smoothed_rotation );
+      rb_update_matrices( &localplayer.rb );
       player__pass_gate( id );
    }
 
@@ -2592,9 +2781,30 @@ begin_collision:;
    } else if( stick_frames == 0 ){
       /* TODO: EXIT SOUNDS */
    }
+
+   if( (state->activity_prev < k_skate_activity_grind_any) && 
+       (state->activity >= k_skate_activity_grind_any) ){
+      state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
+      state->grind_y_start = localplayer.rb.co[1];
+   }
+
+   if( state->activity >= k_skate_activity_grind_any ){
+      f32 dy = localplayer.rb.co[1] - state->grind_y_start;
+      if( dy < 0.0f ){
+         state->velocity_limit += -dy*0.2f;
+      }
+      state->grind_y_start = localplayer.rb.co[1];
+
+
+      f32 speed_end = v3_length( localplayer.rb.v );
+      if( speed_end > state->velocity_limit ){
+         v3_muls( localplayer.rb.v, state->velocity_limit/speed_end, 
+                  localplayer.rb.v );
+      }
+   }
 }
 
-static void player__skate_im_gui(void){
+void player__skate_im_gui(void){
    struct player_skate_state *state = &player_skate.state;
    player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",localplayer.rb.v[0],
                                                 localplayer.rb.v[1],
@@ -2610,6 +2820,7 @@ static void player__skate_im_gui(void){
       "air",
       "air_to_grind",
       "ground",
+      "handplant",
       "undefined (INVALID)",
       "grind_any (INVALID)",
       "grind_boardslide",
@@ -2631,13 +2842,14 @@ static void player__skate_im_gui(void){
                            state->trick_vel[0],
                            state->trick_vel[1],
                            state->trick_vel[2] );
-   player__debugtext( 1, "tricke: %.2f %.2f %.2f", 
+   player__debugtext( 1, "tricke: %.2fs %.2f %.2f %.2f", 
+                           state->trick_time,
                            state->trick_euler[0],
                            state->trick_euler[1],
                            state->trick_euler[2] );
 }
 
-static void player__skate_animate(void){
+void player__skate_animate(void){
    struct player_skate_state *state = &player_skate.state;
    struct player_skate_animator *animator = &player_skate.animator;
 
@@ -2661,7 +2873,7 @@ static void player__skate_animate(void){
 
    float curspeed  = v3_length( localplayer.rb.v ),
          kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
-         kicks     = (vg_randf64()-0.5f)*2.0f*kickspeed,
+         kicks     = (vg_randf64(&vg.rand)-0.5f)*2.0f*kickspeed,
          sign      = vg_signf( kicks );
 
    animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign, 
@@ -2681,7 +2893,6 @@ static void player__skate_animate(void){
 
    v3f cam_offset;
    v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
-   v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
 
    /* localized vectors */
    m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
@@ -2695,24 +2906,34 @@ static void player__skate_animate(void){
    {
       float desired = 0.0f;
       if( state->activity == k_skate_activity_ground )
-         desired = vg_clampf( fabsf( state->slip ), 0.0f, 1.0f );
+         desired = vg_clampf( vg_maxf(fabsf( state->slip ),
+                                      fabsf( state->skid ) ), 0.0f, 1.0f );
 
       animator->slide = vg_lerpf( animator->slide, desired, 2.4f*vg.time_delta);
+
+      f32 dirx = 0.0f;
+      if( fabsf(state->slip) > fabsf(dirx) ) dirx = state->slip;
+      if( fabsf(state->skid) > fabsf(dirx) ) dirx = state->skid;
+      if( fabsf( dirx ) > 0.025f ) dirx = vg_signf( dirx );
+         dirx = vg_signf( state->slip );
+      vg_slewf( &animator->x, dirx, 2.6f*vg.time_delta );
    }
+
+   cam_offset[0] += animator->slide * -animator->x;
+   v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
    
    /* movement information */
    int iair = state->activity <= k_skate_activity_air_to_grind;
 
    float dirz = state->reverse > 0.0f? 0.0f: 1.0f,
-         dirx = state->slip < 0.0f?    0.0f: 1.0f,
-         fly  = iair?                    1.0f: 0.0f,
+         fly  = iair?                  1.0f: 0.0f,
          wdist= player_skate.weight_distribution[2] / k_board_length;
 
    if( state->activity >= k_skate_activity_grind_any )
       wdist = 0.0f;
 
    animator->z      = vg_lerpf( animator->z,      dirz,  2.4f*vg.time_delta );
-   animator->x      = vg_lerpf( animator->x,      dirx,  0.6f*vg.time_delta );
+   animator->skid = state->skid;
    animator->fly    = vg_lerpf( animator->fly,    fly,   3.4f*vg.time_delta );
    animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
 
@@ -2738,6 +2959,8 @@ static void player__skate_animate(void){
 
    animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, 
                                 5.0f*vg.time_delta );
+   animator->activity = state->activity;
+   animator->surface = player_skate.surface;
 
    /* pushing */
    animator->push_time = vg.time - state->start_push;
@@ -2806,10 +3029,14 @@ static void player__skate_animate(void){
    animator->subslap = vg_lerpf( animator->subslap, slapm, 
                                  vg.time_delta*10.0f );
 
+#if 0
    f32 l = ((state->activity < k_skate_activity_ground) &&
              v3_length2(state->trick_vel) > 0.1f )? 1: 0;
    animator->trick_foot = vg_lerpf( animator->trick_foot, l, 
                                     8.4f*vg.time_delta );
+#endif
+
+   animator->trick_foot = vg_exp_impulse( state->trick_time, 5.0f );
 
    /* grab */
    v2f grab_input;
@@ -2822,17 +3049,21 @@ static void player__skate_animate(void){
    animator->grabbing = state->grabbing;
 
    /* steer */
-   joystick_state( k_srjoystick_steer, animator->steer );
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+   animator->airdir = vg_lerpf( animator->airdir, 
+                                -steer[0], 2.4f*vg.time_delta );
 
-   animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
-                                2.4f*vg.time_delta );
+   animator->steer[0] = steer[0];
+   animator->steer[1] = vg_lerpf( animator->steer[1], 
+                                  steer[0], 4.0f*vg.time_delta );
       
 
    /* flip angle */
    if( (state->activity <= k_skate_activity_air_to_grind) &&
        (fabsf(state->flip_rate) > 0.01f) ){
       float substep = vg.time_fixed_extrapolate;
-      float t     = state->flip_time+state->flip_rate*substep*k_rb_delta;
+      float t  = state->flip_time+state->flip_rate*substep*vg.time_fixed_delta;
             sign  = vg_signf( t );
 
       t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
@@ -2893,10 +3124,21 @@ static void player__skate_animate(void){
       vg_line_arrow( localplayer.rb.co, p2, 0.5f, VG__PINK );
    }
    else q_identity( animator->qfixuptotal );
-   rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+
+   if( state->activity == k_skate_activity_handplant ){
+      v3_copy( state->store_co, animator->root_co );
+      v4_copy( state->store_q, animator->root_q );
+      v3_zero( animator->root_v );
+   }
+   else {
+      rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+      v3_copy( localplayer.rb.v, animator->root_v );
+   }
+
+   animator->handplant_t = state->handplant_t;
 }
                         
-static void player__skate_pose( void *_animator, player_pose *pose ){
+void player__skate_pose( void *_animator, player_pose *pose ){
    struct skeleton *sk = &localplayer.skeleton;
    struct player_skate_animator *animator = _animator;
 
@@ -2940,8 +3182,12 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
 
       /* sliding */
-      skeleton_sample_anim( sk, player_skate.anim_slide, animator->x * 0.5f, 
-                            bpose );
+      f32 slide_frame = animator->x * 0.25f + 0.25f;
+      skeleton_sample_anim( sk, player_skate.anim_slide, slide_frame, bpose );
+
+      mdl_keyframe mirrored[32];
+      player_mirror_pose( bpose, mirrored );
+      skeleton_lerp_pose( sk, bpose, mirrored, animator->z, bpose );
       skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
 
       if( animator->reverse > 0.0f ){
@@ -3019,6 +3265,7 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
    }
 
+#if 1
    /* angle 'correction' */
    v3f origin;
    v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
@@ -3028,6 +3275,49 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
                               animator->qfixuptotal );
    }
+#endif
+
+
+   if( animator->activity == k_skate_activity_handplant ){
+      struct skeleton_anim *anim = player_skate.anim_handplant;
+
+      mdl_keyframe hpose[32];
+      skeleton_sample_anim_clamped( sk, anim, animator->handplant_t, hpose );
+      if( animator->reverse < 0.0f )
+         player_mirror_pose( hpose, hpose );
+
+      mdl_keyframe *kf_world = &hpose[ localplayer.id_world -1 ];
+      m4x3f world, mmdl, world_view;
+      q_m3x3( kf_world->q, world );
+      v3_copy( kf_world->co, world[3] );
+
+      q_m3x3( pose->root_q, mmdl );
+      v3_copy( pose->root_co, mmdl[3] );
+
+      m4x3_mul( mmdl, world, world_view );
+
+      vg_line_arrow( world_view[3], world_view[0], 1.0f, 0xff0000ff );
+      vg_line_arrow( world_view[3], world_view[1], 1.0f, 0xff00ff00 );
+      vg_line_arrow( world_view[3], world_view[2], 1.0f, 0xffff0000 );
+
+      m4x3f invworld;
+      m4x3_invert_affine( world, invworld );
+      m4x3_mul( mmdl, invworld, world_view );
+
+      m3x3_q( world_view, pose->root_q );
+      v3_copy( world_view[3], pose->root_co );
+
+      f32 t        = animator->handplant_t,
+          frames   = anim->length-1,
+          length   = animator->activity == k_skate_activity_handplant?
+                        frames / anim->rate:
+                        999999,
+          end_dist = vg_minf( t, length - t )/k_anim_transition,
+          blend    = vg_smoothstepf( vg_minf(1,end_dist) );
+
+      skeleton_lerp_pose( sk, pose->keyframes, hpose, blend, pose->keyframes );
+   }
+
 
    /* trick rotation */
    v4f qtrick, qyaw, qpitch, qroll;
@@ -3052,15 +3342,18 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
    kf_board->co[1]  += animator->slap * animator->subslap;
    kf_hip->co[1] += animator->slap * 0.25f;
 
+   /* kickflip and shuvit are in the wrong order for some reason */
    if( animator->trick_type == k_trick_type_kickflip ){
-      kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+      kf_foot_l->co[0] += animator->trick_foot * 0.15f;
+      kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
       kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
+      kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
    }
    else if( animator->trick_type == k_trick_type_shuvit ){
-      kf_foot_l->co[0] += animator->trick_foot * 0.1f;
-      kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+      kf_foot_l->co[0] += animator->trick_foot * 0.2f;
       kf_foot_l->co[1] -= animator->trick_foot * 0.18f;
-      kf_foot_r->co[1] -= animator->trick_foot * 0.18f;
+      kf_foot_r->co[0] -= animator->trick_foot * 0.1f;
+      kf_foot_r->co[1] += animator->trick_foot * 0.09f;
    }
    else if( animator->trick_type == k_trick_type_treflip ){
       kf_foot_l->co[0] += animator->trick_foot * 0.2f;
@@ -3086,16 +3379,18 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
       q_normalize( kf_wheels[i]->q );
    }
-
+#if 1
    {
       mdl_keyframe
          *kf_head    = &pose->keyframes[localplayer.id_head-1],
          *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
          *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
          *kf_hand_l  = &pose->keyframes[localplayer.id_ik_hand_l-1],
-         *kf_hand_r  = &pose->keyframes[localplayer.id_ik_hand_r-1];
+         *kf_hand_r  = &pose->keyframes[localplayer.id_ik_hand_r-1],
+         *kf_hip     = &pose->keyframes[localplayer.id_hip-1];
 
-      float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+      float warble = vg_perlin_fract_1d( vg.time, 2.0f, 2, 300 );
             warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
 
       v4f qrot;
@@ -3116,12 +3411,127 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       q_inv( qrot, qrot );
       q_mul( qrot, kf_head->q, kf_head->q );
       q_normalize( kf_head->q );
+
+
+      /* hand placement */
+
+      u32 hand_id = animator->z < 0.5f? 
+                    localplayer.id_ik_hand_l: localplayer.id_ik_hand_r;
+
+      v3f sample_co;
+      m4x3f mmdl;
+      q_m3x3( pose->root_q, mmdl );
+      q_mulv( pose->root_q, pose->keyframes[hand_id-1].co, mmdl[3] );
+      v3_add( mmdl[3], pose->root_co, mmdl[3] );
+      m4x3_mulv( mmdl, sk->bones[hand_id].co, sample_co );
+
+      v3_muladds( sample_co, mmdl[1], 0.3f, sample_co );
+      vg_line_point( sample_co, 0.04f, 0xff0000ff );
+
+      v3f dir;
+      v3_muls( mmdl[1], -1.0f, dir );
+      ray_hit hit = { .dist = 1.5f };
+      if(ray_world( world_current_instance(), sample_co, dir, &hit, 0 )){
+         vg_line_cross( hit.pos, 0xff0000ff, 0.05f );
+         vg_line( sample_co, hit.pos, 0xffffffff );
+
+         f32 amt = vg_maxf( 0.0f, animator->slide-0.5f ) * 
+                   2.0f * fabsf(animator->z*2.0f-1.0f);
+
+         f32 d = (hit.dist - 0.3f) * amt;
+         pose->keyframes[hand_id-1].co[1] -= d;
+         kf_hip->co[1] -= d*0.4f;
+      }
+
+      /* skid */
+      f32 amt = vg_maxf(0.0f, (animator->slide - 0.5f) * 2.0f);
+      u8 skidders[] = { localplayer.id_ik_foot_l, 
+                        localplayer.id_ik_foot_r,
+                        localplayer.id_board };
+      v4f qskid;
+      q_axis_angle( qskid, (v3f){0,1,0}, -animator->steer[1]*0.2f );
+
+      for( u32 i=0; i<vg_list_size(skidders); i ++ ){
+         mdl_keyframe *kf = &pose->keyframes[ skidders[i]-1 ];
+         keyframe_rotate_around( kf, 
+               (v3f){0,0,0.4f*(animator->z*2.0f-1.0f)*amt}, 
+                                 sk->bones[skidders[i]].co, qskid );
+      }
+   }
+#endif
+}
+
+void player__skate_effects( void *_animator, m4x3f *final_mtx,
+                                   struct player_board *board,
+                                   struct player_effects_data *effect_data ){
+   struct skeleton *sk = &localplayer.skeleton;
+   struct player_skate_animator *animator = _animator;
+
+   v3f vp0, vp1, vpc;
+   if( board ){
+      v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
+      v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
+   }
+   else{
+      v3_zero( vp0 );
+      v3_zero( vp1 );
+   }
+
+   v3f *board_mtx = final_mtx[ localplayer.id_board ];
+   m4x3_mulv( board_mtx, vp0, vp0 );
+   m4x3_mulv( board_mtx, vp1, vp1 );
+   v3_add( vp0, vp1, vpc );
+   v3_muls( vpc, 0.5f, vpc );
+
+   if( animator->surface == k_surface_prop_sand ){
+      if( (animator->slide>0.4f) && (v3_length2(animator->root_v)>4.0f*4.0f) ){
+         v3f v, co;
+         v3_muls( animator->root_v, 0.5f, v );
+         v3_lerp( vp0, vp1, vg_randf64(&vg.rand), co );
+
+         effect_data->sand.colour = 0xff8ec4e6;
+         effect_spark_apply( &effect_data->sand, co, v, vg.time_delta * 8.0 );
+      }
+   }
+
+   if( animator->grind > 0.5f ){
+      int back = 0, front = 0, mid = 0;
+
+      if( animator->activity == k_skate_activity_grind_5050 ){
+         back = 1;
+         front = 1;
+      }
+      else if( animator->activity == k_skate_activity_grind_back50 ){
+         back = 1;
+      }
+      else if( animator->activity == k_skate_activity_grind_front50 ){
+         front = 1;
+      }
+      else if( animator->activity == k_skate_activity_grind_boardslide ){
+         mid = 1;
+      }
+
+      if( back ){
+         effect_spark_apply( &effect_data->spark, vp0,
+                              animator->root_v, vg.time_delta );
+      }
+
+      if( front ){
+         effect_spark_apply( &effect_data->spark, vp1,
+                              animator->root_v, vg.time_delta );
+      }
+
+      if( mid ){
+         effect_spark_apply( &effect_data->spark, vpc,
+                              animator->root_v, vg.time_delta );
+      }
    }
 }
 
-static void player__skate_post_animate(void){
+void player__skate_post_animate(void){
    struct player_skate_state *state = &player_skate.state;
    localplayer.cam_velocity_influence = 1.0f;
+   localplayer.cam_dist = 1.8f;
 
    v3f head = { 0.0f, 1.8f, 0.0f };
    m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ], 
@@ -3130,7 +3540,7 @@ static void player__skate_post_animate(void){
               state->head_position, state->head_position );
 }
 
-static void player__skate_reset_animator(void){
+void player__skate_reset_animator(void){
    struct player_skate_state *state = &player_skate.state;
 
    memset( &player_skate.animator, 0, sizeof(player_skate.animator) );
@@ -3141,7 +3551,8 @@ static void player__skate_reset_animator(void){
       player_skate.animator.fly = 0.0f;
 }
 
-static void player__skate_clear_mechanics(void){
+void player__skate_clear_mechanics(void)
+{
    struct player_skate_state *state = &player_skate.state;
    state->jump_charge    = 0.0f;
    state->charging_jump  = 0;
@@ -3176,11 +3587,14 @@ static void player__skate_clear_mechanics(void){
    v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
    v3_copy( localplayer.rb.co, state->prev_pos );
    v3_zero( player_skate.weight_distribution );
+
+   v3f head = { 0.0f, 1.8f, 0.0f };
+   m4x3_mulv( localplayer.rb.to_world, head, state->head_position );
 }
 
 #include "network_compression.h"
 
-static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
+void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
    struct player_skate_animator *animator = data;
    
    bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
@@ -3189,7 +3603,7 @@ static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
    bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
    bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
    bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->slide );
-   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->z );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->z );
    bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
 
    /* these could likely be pressed down into single bits if needed */
@@ -3227,22 +3641,29 @@ static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
 
    bitpack_qf32( ctx, 16,  0.0f, 120.0f, &animator->push_time );
    bitpack_qf32( ctx, 16,  0.0f, 120.0f, &animator->jump_time );
+   bitpack_qf32( ctx, 16,  0.0f, 4.0f, &animator->handplant_t );
+   bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
+   bitpack_bytes( ctx, 1, &animator->activity );
 }
 
-static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
    audio_lock();
 
    if( id == k_player_skate_soundeffect_jump ){
-      audio_oneshot_3d( &audio_jumps[vg_randu32()%2], pos, 40.0f, volume );
+      audio_oneshot_3d( &audio_jumps[vg_randu32(&vg.rand)%2], 
+                        pos, 40.0f, volume );
    }
    else if( id == k_player_skate_soundeffect_tap ){
-      audio_oneshot_3d( &audio_taps[vg_randu32()%4], pos, 40.0f, volume );
+      audio_oneshot_3d( &audio_taps[vg_randu32(&vg.rand)%4], 
+                        pos, 40.0f, volume );
    }
    else if( id == k_player_skate_soundeffect_land_good ){
-      audio_oneshot_3d( &audio_lands[vg_randu32()%3], pos, 40.0f, volume );
+      audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%3], 
+                        pos, 40.0f, volume );
    }
    else if( id == k_player_skate_soundeffect_land_bad ){
-      audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], pos, 40.0f, volume );
+      audio_oneshot_3d( &audio_lands[vg_randu32(&vg.rand)%2+3], 
+                        pos, 40.0f, volume );
    }
    else if( id == k_player_skate_soundeffect_grind_metal ){
       audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
@@ -3253,5 +3674,3 @@ static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
 
    audio_unlock();
 }
-
-#endif /* PLAYER_SKATE_C */