+
+ float yaw_sketch = 1.0f-fabsf(player->rb.to_world[1][1]);
+
+ float yaw_bias = ((float)(m%3) - 1.0f) * 0.08f * yaw_sketch;
+ q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
+ q_mulv( qbias, launch_v, launch_v );
+
+
+ float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
+ gravity = k_gravity * gravity_bias;
+ p->gravity = gravity;
+