-VG_STATIC void player__skate_clear_mechanics( player_instance *player )
-{
- struct player_skate *s = &player->_skate;
- s->state.jump_charge = 0.0f;
- s->state.charging_jump = 0;
- s->state.jump_dir = 0;
- v3_zero( s->state.flip_axis );
- s->state.flip_time = 0.0f;
- s->state.flip_rate = 0.0f;
- s->state.reverse = 0.0f;
- s->state.slip = 0.0f;
- s->state.grabbing = 0.0f;
- v2_zero( s->state.grab_mouse_delta );
- s->state.slap = 0.0f;
- s->state.jump_time = 0.0;
- s->state.start_push = 0.0;
- s->state.cur_push = 0.0;
- s->state.air_start = 0.0;
-
- v3_zero( s->state.air_init_v );
- v3_zero( s->state.air_init_co );
-
- s->state.gravity_bias = k_gravity;
- v3_copy( player->rb.co, s->state.prev_pos );
- v4_copy( player->rb.q, s->state.smoothed_rotation );
- v3_zero( s->state.throw_v );
- v3_zero( s->state.trick_vel );
- v3_zero( s->state.trick_euler );
- v3_zero( s->state.cog_v );
- s->state.grind_cooldown = 0;
- s->state.surface_cooldown = 0;
- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
- v3_copy( player->rb.to_world[1], s->state.up_dir );
- v3_copy( player->rb.to_world[1], s->surface_picture );
- v3_zero( s->weight_distribution );
- v3_copy( player->rb.co, s->state.prev_pos );
+static void player__skate_clear_mechanics(void){
+ struct player_skate_state *state = &player_skate.state;
+ state->jump_charge = 0.0f;
+ state->charging_jump = 0;
+ state->jump_dir = 0;
+ v3_zero( state->flip_axis );
+ state->flip_time = 0.0f;
+ state->flip_rate = 0.0f;
+ state->reverse = 0.0f;
+ state->slip = 0.0f;
+ state->grabbing = 0.0f;
+ v2_zero( state->grab_mouse_delta );
+ state->slap = 0.0f;
+ state->jump_time = 0.0;
+ state->start_push = 0.0;
+ state->cur_push = 0.0;
+ state->air_start = 0.0;
+
+ v3_zero( state->air_init_v );
+ v3_zero( state->air_init_co );
+
+ state->gravity_bias = k_gravity;
+ v3_copy( localplayer.rb.co, state->prev_pos );
+ v4_copy( localplayer.rb.q, state->smoothed_rotation );
+ v3_zero( state->throw_v );
+ v3_zero( state->trick_vel );
+ v3_zero( state->trick_euler );
+ v3_zero( state->cog_v );
+ state->grind_cooldown = 0;
+ state->surface_cooldown = 0;
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, state->cog );
+ v3_copy( localplayer.rb.to_world[1], state->up_dir );
+ v3_copy( localplayer.rb.to_world[1], player_skate.surface_picture );
+ v3_copy( localplayer.rb.co, state->prev_pos );
+ v3_zero( player_skate.weight_distribution );