- v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
-
- skate_camera_vector_look( cam, s->state.vl, 0.7f, 0.5f );
-}
-
-/* this is a little yucky but needs to be done so we can use this 'prediction'
- * in the pose function. its unfortunate. too bad
- *
- * FIXME: Can do better with FREEDOM MODE + api ordering.
- */
-VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
- struct player_device_skate *s,
- struct player_avatar *av,
- v3f next_pos, v3f d )
-{
- v3f origin, target;
-
- if( s->state.follow_cam_gate )
- {
- m4x3f inverse;
- m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
- m4x3_mulv( inverse, player->rb.co, origin );
- }
- else
- {
- v3_copy( player->rb.co, origin );
- }
-
- v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
- v3_sub( origin, s->state.follow_cam_pos, d );
-
- if( v3_length2( d ) < 0.1f*0.1f )
- v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, d );
- else
- v3_normalize( d );