+ static int push_thresh_last = 0;
+ float push_amt = vg_get_axis( "walk/push" ) * 0.5f + 0.5f;
+ int push_thresh = push_amt>0.15f? 1: 0;
+
+ if( push_thresh && !push_thresh_last )
+ player.phys.start_push = vg.time;
+
+ push_thresh_last = push_thresh;
+
+ if( !vg_get_button("break") && push_thresh )