- v3f flat_dir,
- vel_dir,
- look_dir;
-
- v3_copy( player->rb.v, vel_dir );
- //v3_normalize( vel_dir );
-
- float tti = s->land_dist;
- v3f norm;
- v3_copy( s->land_normal, norm );
-
- if( s->state.activity == k_skate_activity_ground )
- {
- tti = 0.0f;
- v3_copy( player->rb.to_world[1], norm );
- }
-
- v3_muladds( vel_dir, norm, -v3_dot(vel_dir,norm), flat_dir );
- //v3_normalize( flat_dir );
-
- v3_lerp( flat_dir, vel_dir, vg_clampf( tti / 2.0f, 0.4f, 1.0f ), look_dir );
- v3_lerp( s->state.vl, look_dir, 4.0f*vg.time_delta, s->state.vl );
- player_vector_angles( player->fpv_angles, s->state.vl, 1.0f, 0.25f );
+ v3_lerp( s->state.vl, player->rb.v, 4.0f*vg.time_delta, s->state.vl );
+ player_vector_angles( player->fpv_angles, s->state.vl, 0.7f, 0.25f );
+#endif