4 #include "player_api.h"
8 typedef struct jump_info jump_info
;
17 k_skate_activity_air_to_grind
,
18 k_skate_activity_ground
,
19 k_skate_activity_undefined
,
20 k_skate_activity_grind_any
,
21 k_skate_activity_grind_boardslide
,
22 k_skate_activity_grind_back50
,
23 k_skate_activity_grind_front50
,
24 k_skate_activity_grind_5050
43 v3f trick_vel
, /* measured in units of TAU/s */
44 trick_euler
; /* measured in units of TAU */
57 int charging_jump
, jump_dir
;
67 /* initial launch conditions */
72 v4f smoothed_rotation
;
78 /* animation /audio */
79 struct skeleton_anim
*anim_stand
, *anim_highg
, *anim_slide
,
80 *anim_air
, *anim_grind
, *anim_grind_jump
,
81 *anim_push
, *anim_push_reverse
,
82 *anim_ollie
, *anim_ollie_reverse
,
83 *anim_grabs
, *anim_stop
;
85 board_trick_residualv
,
86 board_trick_residuald
;
101 /* vectors representing the direction of the axels in localspace */
105 audio_channel
*aud_main
, *aud_slide
, *aud_air
;
106 enum mdl_surface_prop surface
, audio_surface
;
108 int wheel_contacts
[2];
109 float sample_change_cooldown
;
112 k_skate_sample_concrete
,
114 k_skate_sample_concrete_scrape_metal
,
115 k_skate_sample_concrete_scrape_wood
,
116 k_skate_sample_metal_scrape_generic
122 * ----------------------------------------------------
153 u32 possible_jump_count
;
166 float grind_strength
;
177 VG_STATIC
void player__skate_bind ( player_instance
*player
);
178 VG_STATIC
void player__skate_pre_update ( player_instance
*player
);
179 VG_STATIC
void player__skate_update ( player_instance
*player
);
180 VG_STATIC
void player__skate_post_update ( player_instance
*player
);
181 VG_STATIC
void player__skate_im_gui ( player_instance
*player
);
182 VG_STATIC
void player__skate_animate ( player_instance
*player
,
183 player_animation
*anim
);
184 VG_STATIC
void player__skate_post_animate ( player_instance
*player
);
185 VG_STATIC
void player__skate_reset ( player_instance
*player
,
188 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
);
189 VG_STATIC
void player__skate_reset_animator( player_instance
*player
);
190 VG_STATIC
void player__approximate_best_trajectory( player_instance
*player
);
191 #endif /* PLAYER_SKATE_H */