- v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
- v3_copy( init_velocity, s->state.cog_v );
- v3_copy( init_velocity, s->state.vl );
- v3_copy( init_velocity, player->rb.v );
- v3_copy( init_velocity, player->cam_velocity_smooth );
+ player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
+ player__skate_clear_mechanics();
+ player__skate_reset_animator();
+
+ v3f init_velocity;
+ player_walk_drop_in_vector( init_velocity );
+
+ rb_update_transform( &localplayer.rb );
+ v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f,
+ player_skate.state.cog );
+ v3_copy( init_velocity, player_skate.state.cog_v );
+ v3_copy( init_velocity, localplayer.rb.v );
+ v3_copy( init_velocity, localplayer.cam_control.cam_velocity_smooth );
+ v3_copy( (v3f){1.0f,0.0f,0.0f}, player_skate.state.trick_euler );
+}
+
+static void player_walk_drop_in_overhang_transform( f32 t, v3f co, v4f q ){
+ v3f axis;
+ v3_cross( localplayer.basis[1], player_walk.state.drop_in_normal, axis );
+ v3_normalize( axis );
+
+ float a = acosf( player_walk.state.drop_in_normal[1] ) * t;
+ q_axis_angle( q, axis, a );
+
+ float l = t * 0.5f,
+ heading_angle = player_walk.state.drop_in_angle;
+
+ v3f overhang;
+ overhang[0] = sinf( heading_angle ) * l;
+ overhang[1] = 0.28f * l;
+ overhang[2] = cosf( heading_angle ) * l;
+
+ q_mulv( q, overhang, overhang );
+ v3_add( player_walk.state.drop_in_target, overhang, co );