#include "vg/vg_perlin.h"
#include "menu.h"
#include "ent_skateshop.h"
+#include "addon.h"
VG_STATIC void player__skate_bind( player_instance *player )
{
v3_copy( player->rb.co, s->state.prev_pos );
s->state.activity_prev = s->state.activity;
+ v3f normal_total;
+ v3_zero( normal_total );
struct board_collider
{
float slap = 0.0f;
if( s->state.activity <= k_skate_activity_air_to_grind ){
-
float min_dist = 0.6f;
for( int i=0; i<2; i++ ){
v3f wpos, closest;
wheels[1].pos[1] = s->state.slap;
-
-
-
const int k_wheel_count = 2;
s->substep = k_rb_delta;
v3f impulse;
v3_muls( ct->n, lambda, impulse );
+ v3_muladds( normal_total, impulse, inv_mass, normal_total );
v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
v3_cross( delta, impulse, impulse );
m3x3_mulv( iIw, impulse, impulse );
* --------------------------------------------------------------------------
*/
+ f32 nforce = v3_length(normal_total);
+ if( nforce > 4.0f ){
+ if( nforce > 17.6f ){
+ v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
+ player__dead_transition(player);
+ player__skate_kill_audio(player);
+ return;
+ }
+
+ f32 amt = k_cam_punch;
+ if( player->camera_mode == k_cam_firstperson ){
+ amt *= 0.25f;
+ }
+
+ v3_muladds( player->cam_land_punch_v, normal_total, amt,
+ player->cam_land_punch_v );
+ }
+
s->surface = k_surface_prop_concrete;
for( int i=0; i<manifold_len; i++ ){
q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
- struct player_board *board = player_get_player_board( player );
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
if( board ){
/* foot weight distribution */