+ 0.175f*VG_PIf, grind_located_gravity );
+
+ /* knock out original landing points in the 1m area
+ * TODO: Make this a konstant */
+ for( u32 j=0; j<s->possible_jump_count; j++ ){
+ jump_info *jump = &s->possible_jumps[ j ];
+ float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
+ float descale = 1.0f-vg_minf(1.0f,dist);
+ jump->score += descale*3.0f;
+ }