4 #include "player_api.h"
15 k_skate_activity_ground
,
16 k_skate_activity_undefined
,
17 k_skate_activity_grind_any
,
18 k_skate_activity_grind_boardslide
,
19 k_skate_activity_grind_noseslide
,
20 k_skate_activity_grind_tailslide
,
21 k_skate_activity_grind_back50
,
22 k_skate_activity_grind_front50
,
23 k_skate_activity_grind_5050
42 v3f trick_vel
, /* measured in units of TAU/s */
43 trick_euler
; /* measured in units of TAU */
64 int charging_jump
, jump_dir
;
73 /* initial launch conditions */
83 struct skeleton_anim
*anim_stand
, *anim_highg
, *anim_slide
,
85 *anim_push
, *anim_push_reverse
,
86 *anim_ollie
, *anim_ollie_reverse
,
87 *anim_grabs
, *anim_stop
;
89 board_trick_residualv
,
90 board_trick_residuald
;
106 * ----------------------------------------------------
112 struct land_prediction
134 u32 prediction_count
;
143 u32 frames_since_activity_change
;
145 float grind_strength
;
156 VG_STATIC
void player__skate_bind ( player_instance
*player
);
157 VG_STATIC
void player__skate_pre_update ( player_instance
*player
);
158 VG_STATIC
void player__skate_update ( player_instance
*player
);
159 VG_STATIC
void player__skate_post_update ( player_instance
*player
);
160 VG_STATIC
void player__skate_im_gui ( player_instance
*player
);
161 VG_STATIC
void player__skate_animate ( player_instance
*player
,
162 player_animation
*anim
);
163 VG_STATIC
void player__skate_post_animate ( player_instance
*player
);
164 VG_STATIC
void player__skate_reset ( player_instance
*player
,
165 struct respawn_point
*rp
);
167 VG_STATIC
void player__skate_clear_mechanics( player_instance
*player
);
168 VG_STATIC
void player__skate_reset_animator( player_instance
*player
);
169 VG_STATIC
void player__approximate_best_trajectory( player_instance
*player
);
170 #endif /* PLAYER_SKATE_H */