/* animation /audio
* --------------------------------------------------------------*/
struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
/* animation /audio
* --------------------------------------------------------------*/
struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
k_grind_balance = -40.0f,
k_anim_transition = 0.12f;
k_grind_balance = -40.0f,
k_anim_transition = 0.12f;
VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_spring, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_aligment, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_spring, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_aligment, flags=VG_VAR_CHEAT );
void player__skate_pre_update (void);
void player__skate_update (void);
void player__skate_post_update (void);
void player__skate_pre_update (void);
void player__skate_update (void);
void player__skate_post_update (void);
void player__skate_animate (void);
void player__skate_pose (void *animator, player_pose *pose);
void player__skate_effects( void *_animator, m4x3f *final_mtx,
void player__skate_animate (void);
void player__skate_pose (void *animator, player_pose *pose);
void player__skate_effects( void *_animator, m4x3f *final_mtx,