cur_push;
v3f prev_pos;
-
- /* FIXME: Sensible names */
-
- v3f vl;
-#if 0
- v3f vl, /* 1st */
- posl, dirl; /* 3rd */
-#endif
}
state,
state_gate_storage;
VG_STATIC void player__skate_reset ( player_instance *player,
struct respawn_point *rp );
-VG_STATIC void player__skate_transition ( player_instance *player,
- v3f init_velocity,
- enum skate_activity init_acitivity
- );
-
+VG_STATIC void player__skate_clear_mechanics( player_instance *player );
+VG_STATIC void player__skate_reset_animator( player_instance *player );
+VG_STATIC void player__approximate_best_trajectory( player_instance *player );
#endif /* PLAYER_SKATE_H */