trick_euler; /* measured in units of TAU */
float trick_time;
+
+ float gravity_bias;
+#if 0
m3x3f velocity_bias,
velocity_bias_pstep;
v3f apex;
- v3f up_dir;
+#endif
+ v3f up_dir;
v3f head_position;
int lift_frames;
int charging_jump, jump_dir;
float jump_charge;
- double jump_time;
+ double jump_time;
double start_push,
cur_push;
v3f prev_pos;
+
+ /* initial launch conditions */
+ double air_start;
+ v3f air_init_v,
+ air_init_co;
}
state,
state_gate_storage;
blend_stand,
blend_push,
blend_jump,
- blend_airdir;
+ blend_airdir,
+ blend_weight;
+ /* vectors representing the direction of the axels in localspace */
+ v3f truckv0[2];
v2f wobble;
+ audio_channel *aud_main, *aud_slide, *aud_air;
+ enum mdl_surface_prop surface, audio_surface;
+
/*
* Physics
* ----------------------------------------------------
v3f log[50];
v3f n;
v3f apex;
- u32 log_length;
+ v3f v;
+
+ float gravity;
+
+ int log_length;
float score,
land_dist;
u32 colour;
}
- predictions[22];
+ predictions[32];
u32 prediction_count;
float land_dist;
v3f land_normal;
v3f surface_picture,
weight_distribution,
- grind_vec;
+ grind_vec,
+ grind_dir;
+
+ u32 frames_since_activity_change;
float grind_strength;
player_animation *anim );
VG_STATIC void player__skate_post_animate ( player_instance *player );
VG_STATIC void player__skate_reset ( player_instance *player,
- struct respawn_point *rp );
+ ent_spawn *rp );
VG_STATIC void player__skate_clear_mechanics( player_instance *player );
VG_STATIC void player__skate_reset_animator( player_instance *player );