basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 96b9dbaff93a6d6e4410e4767c0d417ad29f6360..ecf595d42c51a731daecfef6b4e99bdbaf43fd5c 100644 (file)
--- a/player.h
+++ b/player.h
 #ifndef PLAYER_H
 #define PLAYER_H
 
-#include "audio.h"
-#include "common.h"
-#include "world.h"
-//#include "character.h"
-#include "player_model.h"
-#include "bvh.h"
-
-/* 
- * Constants 
- */
-
-static float 
-   k_walkspeed             = 2.0f,
-   k_board_radius          = 0.3f,
-   k_board_length          = 0.45f,
-   k_board_allowance       = 0.04f,
-   k_friction_lat          = 8.8f,
-   k_friction_resistance   = 0.01f,
-   k_max_push_speed        = 16.0f,
-   k_push_accel            = 5.0f,
-   k_push_cycle_rate       = 8.0f,
-   k_steer_ground          = 2.5f,
-   k_steer_air             = 3.6f,
-   k_steer_air_lerp        = 0.3f,
-   k_pump_force            = 000.0f,
-   k_downforce             = 5.0f;
-
-static int freecam = 0;
-static int walk_grid_iterations = 1;
-static float fc_speed = 10.0f;
-
-static struct gplayer
-{
-   /* Physics */
-   rigidbody rb, collide_front, collide_back, rb_gate_frame;
-
-   v3f a, v_last, m, bob, vl;
-
-   /* Utility */
-   float vswitch, slip, slip_last,
-         reverse;
-
-   float iY;   /* Yaw inertia */
-   int in_air, is_dead, on_board;
-
-   v2f board_xy;
-   float grab;
-   float pitch;
-   float pushing, push_time;
-
-   v3f land_target;
-   v3f land_target_log[22];
-   u32 land_target_colours[22];
-   int land_log_count;
-   m3x3f vr,vr_pstep;
-   
-   struct character mdl;
-
-   v3f handl_target, handr_target,
-       handl, handr;
-   
-   /* Camera */
-   float air_blend;
-   
-   v3f camera_pos, smooth_localcam;
-   v2f angles;
-   m4x3f camera, camera_inverse;
-}
-player = 
-{
-   .on_board = 1,
+#include "skaterift.h"
 
-   .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
-   .collide_back  = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
+enum player_subsystem{
+   k_player_subsystem_walk = 0,
+   k_player_subsystem_skate = 1,
+   k_player_subsystem_dead = 2,
+   k_player_subsystem_drive = 3
 };
 
-/* 
- * Player API
- */
-
-
-/*
- * Free camera movement
- */
-
-static void player_mouseview(void)
-{
-   if( gui_want_mouse() )
-      return;
-
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
-
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.001f, view_vel );
-   }
-   
-   v2_muladds( view_vel, 
-         (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, 
-         0.05f, view_vel );
-   v2_muls( view_vel, 0.93f, view_vel );
-   v2_add( view_vel, player.angles, player.angles );
-   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-}
-
-static void player_freecam(void)
-{
-   player_mouseview();
-
-   float movespeed = fc_speed;
-   v3f lookdir = { 0.0f, 0.0f, -1.0f },
-       sidedir = { 1.0f, 0.0f,  0.0f };
-   
-   m3x3_mulv( player.camera, lookdir, lookdir );
-   m3x3_mulv( player.camera, sidedir, sidedir );
-   
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
-   v3_muls( move_vel, 0.7f, move_vel );
-   v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-/*
- * Player Physics Implementation
- */
-
-static void apply_gravity( v3f vel, float const timestep )
-{
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
-}
-
-/*
- * TODO: The angle bias should become greater when launching from a steeper 
- *       angle and skewed towords more 'downwards' angles when launching from
- *       shallower trajectories
- *
- *       it should also be tweaked by the controller left stick being pushed
- *       up or down
- */
-static void player_start_air(void)
-{
-   if( player.in_air )
-      return;
-
-   player.in_air = 1;
-
-   float pstep = ktimestep*10.0f;
-   float best_velocity_delta = -9999.9f;
-   float k_bias = 0.96f;
-
-   v3f axis;
-   v3_cross( player.rb.up, player.rb.v, axis );
-   v3_normalize( axis );
-   player.land_log_count = 0;
-   
-   m3x3_identity( player.vr );
-
-   for( int m=-3;m<=12; m++ )
-   {
-      float vmod = ((float)m / 15.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( player.rb.co, pco );
-      v3_muls( player.rb.v, k_bias, pv );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
-
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, pstep, pco );
-
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
-
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
-
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
-
-         if( ray_world( pco1, vdir, &contact ))
-         {
-            float land_delta = v3_dot( pv, contact.normal );
-            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
-            /* Bias prediction towords ramps */
-            if( ray_hit_is_ramp( &contact ) )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
-
-            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
-            {
-               best_velocity_delta = land_delta;
+struct player_cam_controller {
+   enum camera_mode{
+      k_cam_firstperson = 1,
+      k_cam_thirdperson = 0
+   }
+   camera_mode;
+   f32 camera_type_blend;
+
+   v3f fpv_offset,         /* expressed relative to rigidbody */
+       tpv_offset,
+       tpv_offset_extra,
+       fpv_viewpoint,      /* expressed relative to neck bone inverse final*/
+       fpv_offset_smooth,
+       fpv_viewpoint_smooth,
+       tpv_offset_smooth,
+       tpv_lpf,
+       cam_velocity_smooth;
+};
 
-               v3_copy( contact.pos, player.land_target );
-               
-               m3x3_copy( vr, player.vr_pstep );
-               q_axis_angle( vr_q, axis, vmod*0.1f );
-               q_m3x3( vr_q, player.vr );
-            }
+#include "player_ragdoll.h"
+#include "player_render.h"
+#include "player_model.h"
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+#include "player_drive.h"
+#include "player_replay.h"
 
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
+#define PLAYER_REWIND_FRAMES 60*4
+#define RESET_MAX_TIME 45.0
 
-            player.land_log_count ++;
+static i32 k_cinema_fixed = 0;
+static f32 k_cinema       = 0.0f;
+static i32 k_invert_y     = 0;
 
-            break;
-         }
-      }
-   }
-}
+struct player_instance{
+   /* transform definition */
+   rigidbody rb;
+   v3f angles;
 
-static void draw_cross(v3f pos,u32 colour, float scale)
-{
-   v3f p0, p1;
-   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
-   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
-   vg_line( p0, p1, colour );
-}
+   v4f   qbasis;
+   m3x3f basis, invbasis, basis_gate;
+   world_instance *viewable_world;
 
-static void player_physics_control(void)
-{
    /*
-    * Computing localized friction forces for controlling the character
-    * Friction across X is significantly more than Z
+    * Camera management
+    * ---------------------------
     */
+   camera cam;
+   struct player_cam_controller cam_control;
 
-   v3f vel;
-   m3x3_mulv( player.rb.to_local, player.rb.v, vel );
-   float slip = 0.0f;
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+   v3f cam_override_pos;
+   v3f cam_override_angles;
+   float cam_override_fov;
+   float cam_override_strength;
+   f32 cam_trackshake;
 
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
+   float cam_velocity_influence,
+         cam_velocity_coefficient,
+         cam_velocity_constant,
+         cam_velocity_coefficient_smooth,
+         cam_velocity_constant_smooth,
+         cam_velocity_influence_smooth;
 
-   float substep = ktimestep * 0.2f;
-   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+   v3f cam_land_punch, cam_land_punch_v;
+   ent_gate *gate_waiting;
 
-   for( int i=0; i<5; i++ )
-   {
-      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-      vel[0] = stable_force( vel[0], 
-            vg_signf( vel[0] ) * -k_friction_lat*substep );
-   }
-   
-   static double start_push = 0.0;
-   if( vg_get_button_down( "push" ) )
-      start_push = vg_time;
+   int immobile;
 
-   if( !vg_get_button("break") && vg_get_button( "push" ) )
-   {
-      player.pushing = 1.0f;
-      player.push_time = vg_time-start_push;
-
-      float cycle_time = player.push_time*k_push_cycle_rate,
-            amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
-            current = v3_length( vel ),
-            new_vel = vg_minf( current + amt, k_max_push_speed );
-
-      new_vel -= vg_minf(current, k_max_push_speed);
-      vel[2] -= new_vel * player.reverse;
-   }
+   /*
+    * Animation
+    * --------------------------------------------------
+    */
 
-   /* Pumping */
-   static float previous = 0.0f;
-   float delta = previous - player.grab,
-          pump = delta * k_pump_force*ktimestep;
-   previous = player.grab;
+   struct player_avatar  *playeravatar;
+   struct player_ragdoll  ragdoll;
+   struct player_model    fallback_model;
 
-   v3f p1;
-   v3_muladds( player.rb.co, player.rb.up, pump, p1 );
-   vg_line( player.rb.co, p1, 0xff0000ff );
+   u16 board_view_slot, playermodel_view_slot;
 
-   vel[1] += pump;
+   player_pose            holdout_pose;
+   float                  holdout_time;
 
-   
-   m3x3_mulv( player.rb.to_world, vel, player.rb.v );
-   
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
-   
-   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
-         ktimestep*5.0f, player.board_xy);
-}
-
-static void player_physics_control_air(void)
-{
-   m3x3_mulv( player.vr, player.rb.v, player.rb.v );
-   draw_cross( player.land_target, 0xff0000ff, 0.25f );
-
-   ray_hit hit;
+   struct board_pose      board_pose;
 
    /* 
-    * Prediction 
+    * Replay
+    * -------------------------------------------------
     */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.rb.co, pco );
-   v3_copy( player.rb.v, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      m3x3_mulv( player.vr_pstep, pv, pv );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-      
-      float orig_dist = contact.dist;
-      if( ray_world( pco1, vdir, &contact ))
-      {
-         float angle = v3_dot( player.rb.up, contact.normal );
-         v3f axis; 
-         v3_cross( player.rb.up, contact.normal, axis );
-
-         time_to_impact += (contact.dist/orig_dist)*pstep;
-         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-         limiter = 1.0f-limiter;
-         limiter *= limiter;
-         limiter = 1.0f-limiter;
-
-         if( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rb.q, player.rb.q );
-         }
-
-         draw_cross( contact.pos, 0xffff0000, 0.25f );
-         break;
-      }
-      time_to_impact += pstep;
-   }
-
-   player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
-   {
-      float iX = vg_get_axis( "vertical" ) * 
-         player.reverse * k_steer_air * limiter * ktimestep;
-
-      static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-      
-      v4f rotate;
-      q_axis_angle( rotate, player.rb.right, siX );
-      q_mul( rotate, player.rb.q, player.rb.q );
-   }
-   
-   v2f target = {0.0f,0.0f};
-   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-               player.grab, target );
-   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
-}
+   replay_buffer replay;
 
-static void player_init(void)
-{
-   rb_init( &player.collide_front );
-   rb_init( &player.collide_back  );
-}
-
-static void player_physics(void)
-{
    /*
-    * Update collision fronts
-    */
-   
-   rigidbody *rbf = &player.collide_front,
-             *rbb = &player.collide_back;
-
-   m3x3_copy( player.rb.to_world, player.collide_front.to_world );
-   m3x3_copy( player.rb.to_world, player.collide_back.to_world );
-   
-   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
-   float h = player.air_blend*0.2f;
-
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
-   v3_copy( rbf->co, rbf->to_world[3] );
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
-   v3_copy( rbb->co, rbb->to_world[3] );
-
-   m4x3_invert_affine( rbf->to_world, rbf->to_local );
-   m4x3_invert_affine( rbb->to_world, rbb->to_local );
-
-   rb_update_bounds( rbf );
-   rb_update_bounds( rbb );
-
-   rb_debug( rbf, 0xff00ffff );
-   rb_debug( rbb, 0xffffff00 );
-
-   rb_ct manifold[24];
-   int len = 0;
-
-   len += rb_sphere_vs_scene( rbf, &world.rb_geo, manifold+len );
-   len += rb_sphere_vs_scene( rbb, &world.rb_geo, manifold+len );
-
-   rb_presolve_contacts( manifold, len );
-   v3f surface_avg = {0.0f, 0.0f, 0.0f};
-
-   if( !len )
-   {
-      player_start_air();
-   }
-   else
-   {
-      for( int i=0; i<len; i++ )
-      {
-         v3_add( manifold[i].n, surface_avg, surface_avg );
-
-#if 0
-         if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.rb.v );
-            return;
-         }
-#endif
-      }
-
-      v3_normalize( surface_avg );
-
-      if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
-      {
-         player_start_air();
-      }
-      else
-         player.in_air = 0;
-   }
-
-   for( int j=0; j<5; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         
-         v3f dv, delta;
-         v3_sub( ct->co, player.rb.co, delta ); 
-         v3_cross( player.rb.w, delta, dv );
-         v3_add( player.rb.v, dv, dv );
-
-         float vn = -v3_dot( dv, ct->n );
-         vn += ct->bias;
-
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
-
-         v3f impulse;
-         v3_muls( ct->n, vn, impulse );
-
-         if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
-             fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.rb.v );
-            return;
-         }
-
-         v3_add( impulse, player.rb.v, player.rb.v );
-         v3_cross( delta, impulse, impulse );
-
-         /*
-          * W Impulses are limited to the Y and X axises, we don't really want
-          * roll angular velocities being included.
-          *
-          * Can also tweak the resistance of each axis here by scaling the wx,wy
-          * components.
-          */
-         
-         float wy = v3_dot( player.rb.up, impulse ),
-               wx = v3_dot( player.rb.right, impulse )*1.5f;
-
-         v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
-         v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
-      }
-   }
-
-   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
-   player.grab = vg_lerpf( player.grab, grabt, 0.14f );
-   player.pushing = 0.0f;
-
-   if( !player.in_air )
-   {
-      v3f axis;
-      float angle = v3_dot( player.rb.up, surface_avg );
-      v3_cross( player.rb.up, surface_avg, axis );
-
-      //float cz = v3_dot( player.rb.forward, axis );
-      //v3_muls( player.rb.forward, cz, axis );
-
-      if( angle < 0.999f )
-      {
-         v4f correction;
-         q_axis_angle( correction, axis, acosf(angle)*0.3f );
-         q_mul( correction, player.rb.q, player.rb.q );
-      }
-
-      v3_muladds( player.rb.v, player.rb.up, 
-            -k_downforce*ktimestep, player.rb.v );
-      player_physics_control();
-   }
-   else
-   {
-      player_physics_control_air();
-   }
-}
-
-static void player_do_motion(void)
-{
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
-
-   player_physics();
-   
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( player.rb.co, prevco );
-   
-   apply_gravity( player.rb.v, ktimestep );
-   v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
-
-   /* Real angular velocity integration */
-   v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
-   if( v3_length2( player.rb.w ) > 0.0f )
-   {
-      v4f rotation;
-      v3f axis;
-      v3_copy( player.rb.w, axis );
-      
-      float mag = v3_length( axis );
-      v3_divs( axis, mag, axis );
-      q_axis_angle( rotation, axis, mag*k_rb_delta );
-      q_mul( rotation, player.rb.q, player.rb.q );
-   }
-
-   /* Faux angular velocity */
-   v4f rotate; 
-
-   static float siY = 0.0f;
-   float lerpq = player.in_air? 0.04f: 0.3f;
-   siY = vg_lerpf( siY, player.iY, lerpq );
-
-   q_axis_angle( rotate, player.rb.up, siY );
-   q_mul( rotate, player.rb.q, player.rb.q );
-   player.iY = 0.0f;
-
-   /* 
-    * Gate intersection, by tracing a line over the gate planes 
+    * Subsystems
+    * -------------------------------------------------
     */
-   for( int i=0; i<world.routes.gate_count; i++ )
-   {
-      struct route_gate *rg = &world.routes.gates[i];
-      teleport_gate *gate = &rg->gate;
 
-      if( gate_intersect( gate, player.rb.co, prevco ) )
-      {
-         m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
-         m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
-         m3x3_mulv( gate->transport, player.vl, player.vl );
-         m3x3_mulv( gate->transport, player.v_last, player.v_last );
-         m3x3_mulv( gate->transport, player.m, player.m );
-         m3x3_mulv( gate->transport, player.bob, player.bob );
+   enum player_subsystem subsystem; /* .. prev */
 
-         v4f transport_rotation;
-         m3x3_q( gate->transport, transport_rotation );
-         q_mul( transport_rotation, player.rb.q, player.rb.q );
-         
-         world_routes_activate_gate( i );
-         player.rb_gate_frame = player.rb;
-         break;
-      }
-   }
-   
-   rb_update_transform( &player.rb );
+   struct player_skate  _skate;
+   struct player_walk   _walk;
+   struct player_dead   _dead;
+   struct player_drive  _drive;
 }
+static localplayer;
 
 /*
- * Walkgrid implementation,
- *  loosely based of cmuratoris youtube video 'Killing the Walkmonster'
+ * Gameloop tables
+ * ---------------------------------------------------------
  */
 
-#define WALKGRID_SIZE 16
-struct walkgrid
+VG_STATIC
+void (*_player_system_register[])(void) =
 {
-   struct grid_sample
-   {
-      enum sample_type
-      {
-         k_sample_type_air,      /* Nothing was hit. */
-         k_sample_type_invalid,  /* The point is invalid, but there is a sample
-                                    underneath that can be used */
-         k_sample_type_valid,    /* This point is good */
-      }
-      type;
-
-      v3f clip[2];
-      v3f pos;
-
-      enum traverse_state
-      {
-         k_traverse_none = 0x00,
-         k_traverse_h    = 0x01,
-         k_traverse_v    = 0x02
-      }
-      state;
-   }
-   samples[WALKGRID_SIZE][WALKGRID_SIZE];
-
-   boxf region;
-
-   float move; /* Current amount of movement we have left to apply */
-   v2f dir;    /* The movement delta */
-   v2i cell_id;/* Current cell */
-   v2f pos;    /* Local position (in cell) */
-   float h;
+   player__walk_register,
+   player__skate_register,
+   NULL,
+   NULL
 };
 
-static int player_walkgrid_tri_walkable( u32 tri[3] )
-{
-   return tri[0] > world.sm_geo_std_oob.vertex_count;
-}
-
-/*
- * Get a sample at this pole location, will return 1 if the sample is valid,
- * and pos will be updated to be the intersection location.
- */
-static void player_walkgrid_samplepole( struct grid_sample *s )
-{
-   boxf region = {{ s->pos[0] -0.01f, s->pos[1] - 4.0f, s->pos[2] -0.01f},
-                  { s->pos[0] +0.01f, s->pos[1] + 4.0f, s->pos[2] +0.01f}};
-
-   u32 geo[256];
-   v3f tri[3];
-   int len = bh_select( &world.geo.bhtris, region, geo, 256 );
-   
-   const float k_minworld_y = -2000.0f;
-
-   float walk_height = k_minworld_y,
-         block_height = k_minworld_y;
-
-   s->type = k_sample_type_air;
-
-   for( int i=0; i<len; i++ )
-   {
-      u32 *ptri = &world.geo.indices[ geo[i]*3 ];
-
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-      
-      v3f vdown = {0.0f,-1.0f,0.0f};
-      v3f sample_from;
-      v3_copy( s->pos, sample_from );
-      sample_from[1] = region[1][1];
-      
-      float dist;
-      if( ray_tri( tri, sample_from, vdown, &dist ))
-      {
-         v3f p0;
-         v3_muladds( sample_from, vdown, dist, p0 );
-
-         if( player_walkgrid_tri_walkable(ptri) )
-         {
-            if( p0[1] > walk_height )
-            {
-               walk_height = p0[1];
-            }
-         }
-         else
-         {
-            if( p0[1] > block_height )
-               block_height = p0[1];
-         }
-      }
-   }
-
-   s->pos[1] = walk_height;
-
-   if( walk_height > k_minworld_y )
-      if( block_height > walk_height )
-         s->type = k_sample_type_invalid;
-      else
-         s->type = k_sample_type_valid;
-   else
-      s->type = k_sample_type_air;
-}
-
-float const k_gridscale = 0.5f;
-
-enum eclipdir
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
 {
-   k_eclipdir_h = 0,
-   k_eclipdir_v = 1
+   player__walk_bind,
+   player__skate_bind,
+   NULL,
+   player__drive_bind
 };
 
-static void player_walkgrid_clip_blocker( struct grid_sample *sa,
-                                          struct grid_sample *sb,
-                                          struct grid_sample *st,
-                                          enum eclipdir dir )
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
 {
-   v3f clipdir, pos;
-   int valid_a = sa->type == k_sample_type_valid,
-       valid_b = sb->type == k_sample_type_valid;
-   struct grid_sample *target = valid_a? sa: sb,
-                      *other  = valid_a? sb: sa;
-   v3_copy( target->pos, pos );
-   v3_sub( other->pos, target->pos, clipdir );
-
-   boxf cell_region;
-   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*2.1f, cell_region[0]);
-   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f},  k_gridscale*2.1f, cell_region[1]);
-
-   u32 geo[256];
-   v3f tri[3];
-   int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
-   
-   float start_time = v3_length( clipdir ),
-         min_time = start_time;
-   v3_normalize( clipdir );
-   v3_muls( clipdir, 0.0001f, st->clip[dir] );
-
-   for( int i=0; i<len; i++ )
-   {
-      u32 *ptri = &world.geo.indices[ geo[i]*3 ];
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
-      if( player_walkgrid_tri_walkable(ptri) )
-         continue;
-
-      float dist;
-      if(ray_tri( tri, pos, clipdir, &dist ))
-      {
-         if( dist > 0.0f && dist < min_time )
-         {
-            min_time = dist;
-            sb->type = k_sample_type_air;
-         }
-      }
-   }
-
-   if( !(min_time < start_time) )
-      min_time = 0.5f * k_gridscale;
-
-   min_time = vg_clampf( min_time/k_gridscale, 0.01f, 0.99f );
-
-   v3_muls( clipdir, min_time, st->clip[dir] );
-
-   v3f p0;
-   v3_muladds( target->pos, st->clip[dir], k_gridscale, p0 );
-}
-
-static void player_walkgrid_clip_edge( struct grid_sample *sa,
-                                       struct grid_sample *sb,
-                                       struct grid_sample *st, /* data store */
-                                       enum eclipdir dir )
-{
-   v3f clipdir = { 0.0f, 0.0f, 0.0f }, pos;
-   int valid_a = sa->type == k_sample_type_valid,
-       valid_b = sb->type == k_sample_type_valid;
-
-   struct grid_sample *target = valid_a? sa: sb,
-                      *other  = valid_a? sb: sa;
-   
-   v3_sub( other->pos, target->pos, clipdir );
-   clipdir[1] = 0.0f;
-
-   v3_copy( target->pos, pos );
-
-   boxf cell_region;
-   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f}, -k_gridscale*1.1f, cell_region[0]);
-   v3_muladds( pos, (v3f){1.0f,1.0f,1.0f},  k_gridscale*1.1f, cell_region[1]);
-
-   u32 geo[256];
-   int len = bh_select( &world.geo.bhtris, cell_region, geo, 256 );
-
-   float max_dist = 0.0f;
-   v3f tri[3];
-   v3f perp;
-   v3_cross( clipdir,(v3f){0.0f,1.0f,0.0f},perp );
-   v3_muls( clipdir, 0.001f, st->clip[dir] );
-
-   for( int i=0; i<len; i++ )
-   {
-      u32 *ptri = &world.geo.indices[ geo[i]*3 ];
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-      
-      if( !player_walkgrid_tri_walkable(ptri) )
-         continue;
-
-      for( int k=0; k<3; k++ )
-      {
-         int ia = k,
-             ib = (k+1)%3;
-         
-         v3f v0, v1;
-         v3_sub( tri[ia], pos, v0 );
-         v3_sub( tri[ib], pos, v1 );
-
-         if( (clipdir[2]*v0[0] - clipdir[0]*v0[2]) *
-             (clipdir[2]*v1[0] - clipdir[0]*v1[2]) < 0.0f )
-         {
-            float da = v3_dot(v0,perp),
-                  db = v3_dot(v1,perp),
-                  d  = da-db,
-                  qa = da/d;
-
-            v3f p0;
-            v3_muls( v1, qa, p0 );
-            v3_muladds( p0, v0, 1.0f-qa, p0 );
-            
-            float h = v3_dot(p0,clipdir)/v3_dot(clipdir,clipdir);
-
-            if( h >= max_dist && h <= 1.0f )
-            {
-               max_dist = h;
-               float l = 1.0f/v3_length(clipdir);
-               v3_muls( p0, l, st->clip[dir] );
-            }
-         }
-      }
-   }
-}
-
-static const struct conf
-{
-   struct confedge
-   {  
-      /* i: sample index
-       * d: data index
-       * a: axis index
-       * o: the 'other' point to do a A/B test with
-       *       if its -1, all AB is done.
-       */
-      int i0, i1, 
-          d0, d1,
-          a0, a1,
-          o0, o1;
-   }
-   edges[2];
-   int edge_count;
-}
-k_walkgrid_configs[16] = {
-   {{},0},
-   {{{ 3,3, 3,0, 1,0, -1,-1 }}, 1},
-   {{{ 2,2, 1,3, 0,1, -1,-1 }}, 1},
-   {{{ 2,3, 1,0, 0,0,  3,-1 }}, 1},
-
-   {{{ 1,1, 0,1, 1,0, -1,-1 }}, 1},
-   {{{ 3,3, 3,0, 1,0, -1,-1 },
-     { 1,1, 0,1, 1,0, -1,-1 }}, 2},
-   {{{ 1,2, 0,3, 1,1,  2,-1 }}, 1},
-   {{{ 1,3, 0,0, 1,0,  2, 2 }}, 1},
-
-   {{{ 0,0, 0,0, 0,1, -1,-1 }}, 1},
-   {{{ 3,0, 3,0, 1,1,  0,-1 }}, 1},
-   {{{ 2,2, 1,3, 0,1, -1,-1 },
-     { 0,0, 0,0, 0,1, -1,-1 }}, 2},
-   {{{ 2,0, 1,0, 0,1,  3, 3 }}, 1},
-
-   {{{ 0,1, 0,1, 0,0,  1,-1 }}, 1},
-   {{{ 3,1, 3,1, 1,0,  0, 0 }}, 1},
-   {{{ 0,2, 0,3, 0,1,  1, 1 }}, 1},
-   {{},0},
+   player__walk_reset,
+   player__skate_reset,
+   NULL,
+   player__drive_reset
 };
 
-/* 
- * Get a buffer of edges from cell location
- */
-static const struct conf *player_walkgrid_conf( struct walkgrid *wg, 
-      v2i cell,
-      struct grid_sample *corners[4] )
-{
-   corners[0] = &wg->samples[cell[1]  ][cell[0]  ];
-   corners[1] = &wg->samples[cell[1]+1][cell[0]  ];
-   corners[2] = &wg->samples[cell[1]+1][cell[0]+1];
-   corners[3] = &wg->samples[cell[1]  ][cell[0]+1];
-
-   u32 vd0 = corners[0]->type == k_sample_type_valid,
-       vd1 = corners[1]->type == k_sample_type_valid,
-       vd2 = corners[2]->type == k_sample_type_valid,
-       vd3 = corners[3]->type == k_sample_type_valid,
-       config = (vd0<<3) | (vd1<<2) | (vd2<<1) | vd3;
-
-   return &k_walkgrid_configs[ config ];
-}
-
-static void player_walkgrid_floor(v3f pos)
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) = 
 {
-   v3_muls( pos, 1.0f/k_gridscale, pos );
-   v3_floor( pos, pos );
-   v3_muls( pos, k_gridscale, pos );
-}
-
-/* 
- * Computes the barycentric coordinate of location on a triangle (vertical),
- * then sets the Y position to the interpolation of the three points
- */
-static void player_walkgrid_stand_tri( v3f a, v3f b, v3f c, v3f pos )
-{
-   v3f v0,v1,v2; 
-   v3_sub( b, a, v0 );
-   v3_sub( c, a, v1 );
-   v3_sub( pos, a, v2 );
-
-   float d = v0[0]*v1[2] - v1[0]*v0[2],
-         v = (v2[0]*v1[2] - v1[0]*v2[2]) / d,
-         w = (v0[0]*v2[2] - v2[0]*v0[2]) / d,
-         u = 1.0f - v - w;
-
-   vg_line( pos, a, 0xffff0000 );
-   vg_line( pos, b, 0xff00ff00 );
-   vg_line( pos, c, 0xff0000ff );
-   pos[1] = u*a[1] + v*b[1] + w*c[1];
-}
-
-/*
- * Get the minimum time value of pos+dir until a cell edge
- *
- * t[0] -> t[3] are the individual time values
- * t[5] & t[6]  are the maximum axis values
- * t[6] is the minimum value
- *
- */
-static void player_walkgrid_min_cell( float t[7], v2f pos, v2f dir )
-{
-   v2f frac = { 1.0f/dir[0], 1.0f/dir[1] };
-
-   t[0] = 999.9f;
-   t[1] = 999.9f;
-   t[2] = 999.9f;
-   t[3] = 999.9f;
-   
-   if( fabsf(dir[0]) > 0.0001f )
-   {
-      t[0] = (0.0f-pos[0]) * frac[0];
-      t[1] = (1.0f-pos[0]) * frac[0];
-   }
-   if( fabsf(dir[1]) > 0.0001f )
-   {
-      t[2] = (0.0f-pos[1]) * frac[1];
-      t[3] = (1.0f-pos[1]) * frac[1];
-   }
-
-   t[4] = vg_maxf(t[0],t[1]);
-   t[5] = vg_maxf(t[2],t[3]);
-   t[6] = vg_minf(t[4],t[5]);
-}
-
-static void player_walkgrid_iter(struct walkgrid *wg, int iter)
-{
-
-   /*
-    * For each walkgrid iteration we are stepping through cells and determining
-    * the intersections with the grid, and any edges that are present
-    */
-
-   u32 icolours[] = { 0xffff00ff, 0xff00ffff, 0xffffff00 };
-   
-   v3f pa, pb, pc, pd, pl0, pl1;
-   pa[0] = wg->region[0][0] + (float)wg->cell_id[0] *k_gridscale;
-   pa[1] = (wg->region[0][1] + wg->region[1][1]) * 0.5f + k_gridscale;
-   pa[2] = wg->region[0][2] + (float)wg->cell_id[1] *k_gridscale;
-#if 0
-   pb[0] = pa[0];
-   pb[1] = pa[1];
-   pb[2] = pa[2] + k_gridscale;
-   pc[0] = pa[0] + k_gridscale;
-   pc[1] = pa[1];
-   pc[2] = pa[2] + k_gridscale;
-   pd[0] = pa[0] + k_gridscale;
-   pd[1] = pa[1];
-   pd[2] = pa[2];
-   /* if you want to draw the current cell */
-   vg_line( pa, pb, 0xff00ffff );
-   vg_line( pb, pc, 0xff00ffff );
-   vg_line( pc, pd, 0xff00ffff );
-   vg_line( pd, pa, 0xff00ffff );
-#endif
-   pl0[0] = pa[0] + wg->pos[0]*k_gridscale;
-   pl0[1] = pa[1];
-   pl0[2] = pa[2] + wg->pos[1]*k_gridscale;
-
-   /* 
-    * If there are edges present, we need to create a 'substep' event, where
-    * we find the intersection point, find the fully resolved position,
-    * then the new pos dir is the intersection->resolution
-    *
-    * the resolution is applied in non-discretized space in order to create a 
-    * suitable vector for finding outflow, we want it to leave the cell so it 
-    * can be used by the quad
-    */
-
-   v2f pos, dir;
-   v2_copy( wg->pos, pos );
-   v2_muls( wg->dir, wg->move, dir );
-
-   struct grid_sample *corners[4];
-   v2f corners2d[4] = {{0.0f,0.0f},{0.0f,1.0f},{1.0f,1.0f},{1.0f,0.0f}};
-   const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
-   
-   float t[7];
-   player_walkgrid_min_cell( t, pos, dir );
-
-   for( int i=0; i<conf->edge_count; i++ )
-   {
-      const struct confedge *edge = &conf->edges[i];
-
-      v2f e0, e1, n, r, target, res, tangent;
-      e0[0] = corners2d[edge->i0][0] + corners[edge->d0]->clip[edge->a0][0];
-      e0[1] = corners2d[edge->i0][1] + corners[edge->d0]->clip[edge->a0][2];
-      e1[0] = corners2d[edge->i1][0] + corners[edge->d1]->clip[edge->a1][0];
-      e1[1] = corners2d[edge->i1][1] + corners[edge->d1]->clip[edge->a1][2];
-      
-      v3f pe0 = { pa[0] + e0[0]*k_gridscale,
-                  pa[1],
-                  pa[2] + e0[1]*k_gridscale };
-      v3f pe1 = { pa[0] + e1[0]*k_gridscale,
-                  pa[1],
-                  pa[2] + e1[1]*k_gridscale };
-
-      v2_sub( e1, e0, tangent );
-      n[0] = -tangent[1];
-      n[1] =  tangent[0];
-      v2_normalize( n );
-
-      /*
-       * If we find ourselfs already penetrating the edge, move back out a
-       * little
-       */
-      v2_sub( e0, pos, r );
-      float p1 = v2_dot(r,n);
-
-      if( -p1 < 0.0001f )
-      {
-         v2_muladds( pos, n, p1+0.0001f, pos );
-         v2_copy( pos, wg->pos );
-         v3f p_new = { pa[0] + pos[0]*k_gridscale,
-                       pa[1],
-                       pa[2] + pos[1]*k_gridscale };
-         v3_copy( p_new, pl0 );
-      }
-      
-      v2_add( pos, dir, target );
-
-      v2f v1, v2, v3;
-      v2_sub( e0, pos, v1 );
-      v2_sub( target, pos, v2 );
-
-      v2_copy( n, v3 );
-
-      v2_sub( e0, target, r );
-      float p = v2_dot(r,n),
-            t1 = v2_dot(v1,v3)/v2_dot(v2,v3);
-
-      if( t1 < t[6] && t1 > 0.0f && -p < 0.001f )
-      {
-         v2_muladds( target, n, p+0.0001f, res );
-
-         v2f intersect;
-         v2_muladds( pos, dir, t1, intersect );
-         v2_copy( intersect, pos );
-         v2_sub( res, intersect, dir );
-
-         v3f p_res = { pa[0] + res[0]*k_gridscale,
-                       pa[1],
-                       pa[2] + res[1]*k_gridscale };
-         v3f p_int = { pa[0] + intersect[0]*k_gridscale,
-                       pa[1],
-                       pa[2] + intersect[1]*k_gridscale };
-
-         vg_line( pl0, p_int, icolours[iter%3] );
-         v3_copy( p_int, pl0 );
-         v2_copy( pos, wg->pos );
-
-         player_walkgrid_min_cell( t, pos, dir );
-      }
-   }
-
-   /* 
-    * Compute intersection with grid cell moving outwards
-    */
-   t[6] = vg_minf( t[6], 1.0f );
-   
-   pl1[0] = pl0[0] + dir[0]*k_gridscale*t[6];
-   pl1[1] = pl0[1];
-   pl1[2] = pl0[2] + dir[1]*k_gridscale*t[6];
-   vg_line( pl0, pl1, icolours[iter%3] );
-   
-   if( t[6] < 1.0f )
-   {
-      /*
-       * To figure out what t value created the clip so we know which edge 
-       * to wrap around
-       */
-
-      if( t[4] < t[5] )
-      {
-         wg->pos[1] = pos[1] + dir[1]*t[6];
-
-         if( t[0] > t[1] ) /* left edge */
-         {
-            wg->pos[0] = 0.9999f;
-            wg->cell_id[0] --;
-
-            if( wg->cell_id[0] == 0 )
-               wg->move = -1.0f;
-         }
-         else /* Right edge */
-         {
-            wg->pos[0] = 0.0001f;
-            wg->cell_id[0] ++;
-
-            if( wg->cell_id[0] == WALKGRID_SIZE-2 )
-               wg->move = -1.0f;
-         }
-      }
-      else
-      {
-         wg->pos[0] = pos[0] + dir[0]*t[6];
-
-         if( t[2] > t[3] ) /* bottom edge */
-         {
-            wg->pos[1] = 0.9999f;
-            wg->cell_id[1] --;
-
-            if( wg->cell_id[1] == 0 )
-               wg->move = -1.0f;
-         }
-         else /* top edge */
-         {
-            wg->pos[1] = 0.0001f;
-            wg->cell_id[1] ++;
-
-            if( wg->cell_id[1] == WALKGRID_SIZE-2 )
-               wg->move = -1.0f;
-         }
-      }
-
-      wg->move -= t[6];
-   }
-   else
-   {
-      v2_muladds( wg->pos, dir, wg->move, wg->pos );
-      wg->move = 0.0f;
-   }
-}
-
-static void player_walkgrid_stand_cell(struct walkgrid *wg)
-{
-   /*
-    * NOTE: as opposed to the other function which is done in discretized space
-    *       this use a combination of both.
-    */
-
-   v3f world;
-   world[0] = wg->region[0][0]+((float)wg->cell_id[0]+wg->pos[0])*k_gridscale;
-   world[1] = player.rb.co[1];
-   world[2] = wg->region[0][2]+((float)wg->cell_id[1]+wg->pos[1])*k_gridscale;
-
-   struct grid_sample *corners[4];
-   const struct conf *conf = player_walkgrid_conf( wg, wg->cell_id, corners );
-
-   if( conf != k_walkgrid_configs )
-   {
-      if( conf->edge_count == 0 )
-      {
-         v3f v0;
-
-         /* Split the basic quad along the shortest diagonal */
-         if( fabsf(corners[2]->pos[1] - corners[0]->pos[1]) < 
-             fabsf(corners[3]->pos[1] - corners[1]->pos[1]) )
-         {
-            vg_line( corners[2]->pos, corners[0]->pos, 0xffaaaaaa );
-            
-            if( wg->pos[0] > wg->pos[1] )
-               player_walkgrid_stand_tri( corners[0]->pos,
-                                          corners[3]->pos,
-                                          corners[2]->pos, world );
-            else
-               player_walkgrid_stand_tri( corners[0]->pos,
-                                          corners[2]->pos,
-                                          corners[1]->pos, world );
-         }
-         else
-         {
-            vg_line( corners[3]->pos, corners[1]->pos, 0xffaaaaaa );
-
-            if( wg->pos[0] < 1.0f-wg->pos[1] )
-               player_walkgrid_stand_tri( corners[0]->pos,
-                                          corners[3]->pos,
-                                          corners[1]->pos, world );
-            else
-               player_walkgrid_stand_tri( corners[3]->pos,
-                                          corners[2]->pos,
-                                          corners[1]->pos, world );
-         }
-      }
-      else
-      {
-         for( int i=0; i<conf->edge_count; i++ )
-         {
-            const struct confedge *edge = &conf->edges[i];
-
-            v3f p0, p1;
-            v3_muladds( corners[edge->i0]->pos, 
-                        corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
-            v3_muladds( corners[edge->i1]->pos, 
-                        corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
-
-            /* 
-             * Find penetration distance between player position and the edge
-             */
-
-            v2f normal = { -(p1[2]-p0[2]), p1[0]-p0[0] },
-                   rel = { world[0]-p0[0], world[2]-p0[2] };
-
-            if( edge->o0 == -1 )
-            {
-               /* No subregions (default case), just use triangle created by
-                * i0, e0, e1 */
-               player_walkgrid_stand_tri( corners[edge->i0]->pos,
-                                          p0,
-                                          p1, world );
-            }
-            else
-            {
-               /* 
-                * Test if we are in the first region, which is
-                * edge.i0, edge.e0, edge.o0,
-                */
-               v3f v0, ref;
-               v3_sub( p0, corners[edge->o0]->pos, ref );
-               v3_sub( world, corners[edge->o0]->pos, v0 );
-
-               vg_line( corners[edge->o0]->pos, p0, 0xffffff00 );
-               vg_line( corners[edge->o0]->pos, world, 0xff000000 );
-               
-               if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
-               {
-                  player_walkgrid_stand_tri( corners[edge->i0]->pos,
-                                             p0,
-                                             corners[edge->o0]->pos, world );
-               }
-               else
-               {
-                  if( edge->o1 == -1 )
-                  {
-                     /*
-                      * No other edges mean we just need to use the opposite
-                      *
-                      * e0, e1, o0 (in our case, also i1)
-                      */
-                     player_walkgrid_stand_tri( p0,
-                                                p1,
-                                                corners[edge->o0]->pos, world );
-                  }
-                  else
-                  {
-                     /*
-                      * Note: this v0 calculation can be ommited with the 
-                      *       current tileset.
-                      *
-                      *       the last two triangles we have are:
-                      *         e0, e1, o1
-                      *       and
-                      *         e1, i1, o1
-                      */
-                     v3_sub( p1, corners[edge->o1]->pos, ref );
-                     v3_sub( world, corners[edge->o1]->pos, v0 );
-                     vg_line( corners[edge->o1]->pos, p1, 0xff00ffff );
-
-                     if( ref[0]*v0[2] - ref[2]*v0[0] < 0.0f )
-                     {
-                        player_walkgrid_stand_tri( p0,
-                                                   p1,
-                                                   corners[edge->o1]->pos,
-                                                   world );
-                     }
-                     else
-                     {
-                        player_walkgrid_stand_tri( p1,
-                                                   corners[edge->i1]->pos,
-                                                   corners[edge->o1]->pos,
-                                                   world );
-                     }
-                  }
-               }
-            }
-         }
-      }
-   }
-
-   v3_copy( world, player.rb.co );
-}
-
-static void player_walkgrid_getsurface(void)
-{
-   float const k_stepheight = 0.5f;
-   float const k_miny = 0.6f;
-   float const k_height = 1.78f;
-   float const k_region_size = (float)WALKGRID_SIZE/2.0f * k_gridscale;
-
-   static struct walkgrid wg;
-
-   v3f cell;
-   v3_copy( player.rb.co, cell );
-   player_walkgrid_floor( cell );
-
-   v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, wg.region[0] );
-   v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, wg.region[1] );
-
-   
-   /* 
-    * Create player input vector
-    */
-   v3f delta = {0.0f,0.0f,0.0f};
-   v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
-       side = { -fwd[2], 0.0f, fwd[0] };
-
-   /* Temp */
-   if( !vg_console_enabled() )
-   {
-      if( glfwGetKey( vg_window, GLFW_KEY_W ) )
-         v3_muladds( delta, fwd,  ktimestep*k_walkspeed, delta );
-      if( glfwGetKey( vg_window, GLFW_KEY_S ) )
-         v3_muladds( delta, fwd, -ktimestep*k_walkspeed, delta );
-
-      if( glfwGetKey( vg_window, GLFW_KEY_A ) )
-         v3_muladds( delta, side, -ktimestep*k_walkspeed, delta );
-      if( glfwGetKey( vg_window, GLFW_KEY_D ) )
-         v3_muladds( delta, side,  ktimestep*k_walkspeed, delta );
-
-      v3_muladds( delta, fwd, 
-            vg_get_axis("vertical")*-ktimestep*k_walkspeed, delta );
-      v3_muladds( delta, side, 
-            vg_get_axis("horizontal")*ktimestep*k_walkspeed, delta );
-   }
-
-   /* 
-    * Create our move in grid space
-    */
-   wg.dir[0] = delta[0] * (1.0f/k_gridscale);
-   wg.dir[1] = delta[2] * (1.0f/k_gridscale);
-   wg.move = 1.0f;
-
-   v2f region_pos = 
-   {
-      (player.rb.co[0] - wg.region[0][0]) * (1.0f/k_gridscale),
-      (player.rb.co[2] - wg.region[0][2]) * (1.0f/k_gridscale)
-   };
-   v2f region_cell_pos;
-   v2_floor( region_pos, region_cell_pos );
-   v2_sub( region_pos, region_cell_pos, wg.pos );
-
-   wg.cell_id[0] = region_cell_pos[0];
-   wg.cell_id[1] = region_cell_pos[1];
-
-   for(int y=0; y<WALKGRID_SIZE; y++ )
-   {
-      for(int x=0; x<WALKGRID_SIZE; x++ )
-      {
-         struct grid_sample *s = &wg.samples[y][x];
-         v3_muladds( wg.region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
-         s->state = k_traverse_none;
-         s->type = k_sample_type_air;
-         v3_zero( s->clip[0] );
-         v3_zero( s->clip[1] );
-      }
-   }
-
-   v2i border[WALKGRID_SIZE*WALKGRID_SIZE];
-   v2i *cborder = border;
-   u32 border_length = 1;
-
-   struct grid_sample *base = NULL; 
-
-   v2i starters[] = {{0,0},{1,1},{0,1},{1,0}};
-
-   for( int i=0;i<4;i++ )
-   {
-      v2i test;
-      v2i_add( wg.cell_id, starters[i], test );
-      v2i_copy( test, border[0] );
-      base = &wg.samples[test[1]][test[0]];
-
-      base->pos[1] = cell[1];
-      player_walkgrid_samplepole( base );
-
-      if( base->type == k_sample_type_valid )
-         break;
-      else
-         base->type = k_sample_type_air;
-   }
-   
-   vg_line_pt3( base->pos, 0.1f, 0xffffffff );
-
-   int iter = 0;
-
-   while( border_length )
-   {
-      v2i directions[] = {{1,0},{0,1},{-1,0},{0,-1}};
-
-      v2i *old_border = cborder;
-      int  len = border_length;
-
-      border_length = 0;
-      cborder = old_border+len;
-
-      for( int i=0; i<len; i++ )
-      {
-         v2i co;
-         v2i_copy( old_border[i], co );
-         struct grid_sample *sa = &wg.samples[co[1]][co[0]];
-
-         for( int j=0; j<4; j++ )
-         {
-            v2i newp;
-            v2i_add( co, directions[j], newp );
-
-            if( newp[0] < 0 || newp[1] < 0 || 
-                newp[0] == WALKGRID_SIZE || newp[1] == WALKGRID_SIZE )
-               continue;
-
-            struct grid_sample *sb = &wg.samples[newp[1]][newp[0]];
-            enum traverse_state thismove = j%2==0? 1: 2;
-
-            if( (sb->state & thismove) == 0x00 || 
-                  sb->type == k_sample_type_air )
-            {
-               sb->pos[1] = sa->pos[1];
-
-               player_walkgrid_samplepole( sb );
-
-               if( sb->type != k_sample_type_air )
-               {
-                  /* 
-                   * Need to do a blocker pass
-                   */
-
-                  struct grid_sample *store = (j>>1 == 0)? sa: sb;
-                  player_walkgrid_clip_blocker( sa, sb, store, j%2 );
-                  
-
-                  if( sb->type != k_sample_type_air )
-                  {
-                     vg_line( sa->pos, sb->pos, 0xffffffff );
-                  
-                     if( sb->state == k_traverse_none )
-                        v2i_copy( newp, cborder[ border_length ++ ] );
-                  }
-                  else
-                  {
-                     v3f p1;
-                     v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
-                     vg_line( sa->pos, p1, 0xffffffff );
-                  }
-               }
-               else
-               {
-                  /* 
-                   * A clipping pass is now done on the edge of the walkable
-                   * surface
-                   */
-                  
-                  struct grid_sample *store = (j>>1 == 0)? sa: sb;
-                  player_walkgrid_clip_edge( sa, sb, store, j%2 );
-
-                  v3f p1;
-                  v3_muladds( sa->pos, store->clip[j%2], k_gridscale, p1 );
-                  vg_line( sa->pos, p1, 0xffffffff );
-               }
-
-               sb->state |= thismove;
-            }
-         }
-
-         sa->state = k_traverse_h|k_traverse_v;
-      }
-
-      iter ++;
-      if( iter == walk_grid_iterations )
-         break;
-   }
-
-   /* Draw connections */
-   struct grid_sample *corners[4];
-   for( int x=0; x<WALKGRID_SIZE-1; x++ )
-   {
-      for( int z=0; z<WALKGRID_SIZE-1; z++ )
-      {
-         const struct conf *conf = 
-            player_walkgrid_conf( &wg, (v2i){x,z}, corners );
-
-         for( int i=0; i<conf->edge_count; i++ )
-         {
-            const struct confedge *edge = &conf->edges[i];
-
-            v3f p0, p1;
-            v3_muladds( corners[edge->i0]->pos, 
-                    corners[edge->d0]->clip[edge->a0], k_gridscale, p0 );
-            v3_muladds( corners[edge->i1]->pos, 
-                    corners[edge->d1]->clip[edge->a1], k_gridscale, p1 );
-
-            vg_line( p0, p1, 0xff0000ff );
-         }
-      }
-   }
-
-   /*
-    * Commit player movement into the grid 
-    */
-   
-   if( v3_length2(delta) <= 0.00001f )
-      return;
-   
-   int i=0;
-   for(; i<8 && wg.move > 0.001f; i++ )
-      player_walkgrid_iter( &wg, i );
-
-   player_walkgrid_stand_cell( &wg );
-}
-
-static void player_walkgrid(void)
-{
-   player_walkgrid_getsurface();
-   
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
-   player_mouseview();
-   rb_update_transform( &player.rb );
-}
-
-/*
- * Animation
- */
-
-static void player_animate(void)
-{
-   /* Camera position */
-   v3_sub( player.rb.v, player.v_last, player.a );
-   v3_copy( player.rb.v, player.v_last );
-
-   v3_add( player.m, player.a, player.m );
-   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-
-   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
-   player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
-   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
-   v3_lerp( player.bob, player.m, 0.2f, player.bob );
-
-   /* Head */
-   float lslip = fabsf(player.slip);
-
-   float kheight = 2.0f,
-         kleg = 0.6f;
-
-   v3f offset;
-   v3_zero( offset );
-   m3x3_mulv( player.rb.to_local, player.bob, offset );
-
-   static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-   
-   float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
-   float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
-   float sign = vg_signf( kicks );
-   speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
-   speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
-
-   offset[0] *= 0.26f;
-   offset[0] += speed_wobble_2*3.0f;
-
-   offset[1] *= -0.3f;
-   offset[2] *= 0.01f;
-
-   offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
-   offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
-   offset[1] = 0.0f;
-
-   /* 
-    * Player rotation 
-    */
-#if 0
-   float angle = v3_dot( player.rb.up, (v3f){0.0f,1.0f,0.0f} );
-   v3f axis; 
-   v3_cross( player.rb.up, (v3f){0.0f,1.0f,0.0f}, axis );
-
-   v4f correction;
-   if( angle < 0.99f && 0 )
-   {
-      m3x3_mulv( player.rb.to_local, axis, axis );
-      q_axis_angle( correction, axis, acosf(angle) );
-   }
-   else
-   {
-      q_identity( correction );
-   }
-
-   /* 
-    * Animation blending
-    * ===========================================
-    */
-#endif
-
-   static float fslide = 0.0f;
-   static float fdirz = 0.0f;
-   static float fdirx = 0.0f;
-   static float fstand = 0.0f;
-   static float ffly = 0.0f;
-   static float fpush = 0.0f;
-
-   float speed = v3_length( player.rb.v );
-   
-   fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
-   fslide = vg_lerpf(fslide, vg_clampf(lslip,0.0f,1.0f), 0.04f);
-   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 0.0f: 1.0f, 0.04f );
-   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    0.0f: 1.0f, 0.01f );
-   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
-   fpush = vg_lerpf(fpush, player.pushing, 0.1f );
-
-   float lr = fdirz * (15.0f/30.0f),
-         st = offset[1]*-2.0f,
-         sa = fdirx * (15.0f/30.0f);
-   
-   mdl_keyframe apose[32], bpose[32];
-   skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_stand, lr, apose );
-   skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_highg, lr, bpose );
-   skeleton_lerp_pose( &player.mdl.sk, apose, bpose, st, apose );
-
-   skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_slide, sa, bpose );
-   skeleton_lerp_pose( &player.mdl.sk, apose, bpose, fslide, apose );
-   
-   static float fairdir = 0.0f;
-   fairdir = vg_lerpf( fairdir, -vg_get_axis("horizontal"), 0.04f );
-
-   /* air anim */
-   float air_dir = (fairdir*0.5f+0.5f)*(15.0f/30.0f);
-   skeleton_sample_anim( &player.mdl.sk, player.mdl.anim_air, air_dir, bpose );
-   skeleton_lerp_pose( &player.mdl.sk, apose, bpose, ffly, apose );
-
-   /* push anim */
-   skeleton_sample_anim( &player.mdl.sk, player.reverse > 0.0f?
-                                          player.mdl.anim_push:
-                                          player.mdl.anim_push_reverse,
-                                             player.push_time, bpose );
-   skeleton_lerp_pose( &player.mdl.sk, apose, bpose, fpush, apose );
-
-
-   /* additive effects */
-   apose[player.mdl.id_hip-1].co[0] += offset[0];
-   apose[player.mdl.id_hip-1].co[2] += offset[2];
-   apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0];
-   apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2];
-   apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0];
-   apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2];
-   apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0];
-   apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2];
-   apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0];
-   apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2];
-
-   skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
-   skeleton_apply_ik_pass( &player.mdl.sk );
-   skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
-   v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], 
-               player.mdl.cam_pos );
-   skeleton_apply_inverses( &player.mdl.sk );
-   skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
-
-   skeleton_debug( &player.mdl.sk );
-
-#if 0
-   character_pose_reset( &player.mdl );
-
-   /* TODO */
-   float fstand1 = 1.0f-(1.0f-fstand)*0.0f;
-
-   float amt_air = ffly*ffly,
-         amt_ground = 1.0f-amt_air,
-         amt_std = (1.0f-fslide) * amt_ground,
-         amt_stand = amt_std * fstand1,
-         amt_aero = amt_std * (1.0f-fstand1),
-         amt_slide = amt_ground * fslide;
-
-   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand*fdirz );
-   character_final_pose( &player.mdl, offset, 
-         &pose_stand_reverse, amt_stand * (1.0f-fdirz) );
-
-   character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
-   character_final_pose( &player.mdl, offset, 
-         &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
-
-   character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
-   character_final_pose( &player.mdl, offset, 
-         &pose_slide1, amt_slide*(1.0f-fdirx) );
-
-   character_final_pose( &player.mdl, (v4f){0.0f,0.0f,0.0f,1.0f}, 
-         &pose_fly, amt_air );
-
-   /* 
-    * Additive effects
-    * ==========================
-    */
-   struct ik_basic *arm_l = &player.mdl.ik_arm_l,
-                   *arm_r = &player.mdl.ik_arm_r;
-
-   v3f localv;
-   m3x3_mulv( player.rb.to_local, player.rb.v, localv );
-
-   /* New board transformation */
-   v4f board_rotation; v3f board_location;
-
-   v4f rz, rx;
-   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
-   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
-   q_mul( rx, rz, board_rotation );
-   
-   v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
-   q_m3x3( board_rotation, mboard );
-   m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
-   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
-   v3_copy( board_location, mboard[3] );
-
-
-   float wheel_r = offset[0]*-0.4f;
-   v4f qwheel;
-   q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
-   
-   q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
-
-   m3x3_transpose( player.mdl.matrices[k_chpart_wb],
-                   player.mdl.matrices[k_chpart_wf] );
-   v3_copy( player.mdl.offsets[k_chpart_wb], 
-         player.mdl.matrices[k_chpart_wb][3] );
-   v3_copy( player.mdl.offsets[k_chpart_wf], 
-         player.mdl.matrices[k_chpart_wf][3] );
-   
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
-                     player.mdl.matrices[k_chpart_wb] );
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
-                     player.mdl.matrices[k_chpart_wf] );
-
-   m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
-   m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
-
-
-   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
-   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
-
-   if( 1||player.in_air )
-   {
-      float tuck = player.board_xy[1],
-            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-      
-      float crouch = player.grab*0.3f;
-      v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch, player.mdl.ik_body.base );
-      v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch*1.2f, player.mdl.ik_body.end );
-
-      if( tuck < 0.0f )
-      {
-         //foot_l *= 1.0f-tuck_amt*1.5f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
-                  player.handl_target );
-         }
-      }
-      else
-      {
-         //foot_r *= 1.0f-tuck_amt*1.4f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
-                  player.handr_target );
-         }
-      }
-   }
-
-   v3_lerp( player.handl, player.handl_target, 1.0f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 1.0f, player.handr );
-
-   v3_copy( player.handl, player.mdl.ik_arm_l.end );
-   v3_copy( player.handr, player.mdl.ik_arm_r.end );
-
-   /* Head rotation */
-
-   static float rhead = 0.0f;
-   static const float klook_max = 0.8f;
-   rhead = vg_lerpf( rhead,
-         vg_clampf( atan2f(localv[2],-localv[0]),-klook_max,klook_max), 0.04f );
-   player.mdl.rhead = rhead;
-#endif
-}
-
-static void player_camera_update(void)
-{
-   /* Update camera matrices */
-   m4x3_identity( player.camera );
-   m4x3_rotate_y( player.camera, -player.angles[0] );
-   m4x3_rotate_x( player.camera, -player.angles[1] );
-   v3_copy( player.camera_pos, player.camera[3] );
-   m4x3_invert_affine( player.camera, player.camera_inverse );
-}
+   player__walk_pre_update,
+   player__skate_pre_update,
+   NULL,
+   player__drive_pre_update
+};
 
-static void player_animate_death_cam(void)
+VG_STATIC
+void( *_player_update[])( player_instance *player ) =
 {
-#if 0
-   v3f delta;
-   v3f head_pos;
-   v3_copy( player.mdl.ragdoll[k_chpart_head].co, head_pos );
-
-   v3_sub( head_pos, player.camera_pos, delta );
-   v3_normalize( delta );
-
-   v3f follow_pos;
-   v3_muladds( head_pos, delta, -2.5f, follow_pos );
-   v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
-
-   /* 
-    * Make sure the camera stays above the ground
-    */
-   v3f min_height = {0.0f,1.0f,0.0f};
-
-   v3f sample;
-   v3_add( player.camera_pos, min_height, sample );
-   ray_hit hit;
-   hit.dist = min_height[1]*2.0f;
-
-   if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-      v3_add( hit.pos, min_height, player.camera_pos );
-
-   player.camera_pos[1] = 
-      vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
-
-   player.angles[0] = atan2f( delta[0], -delta[2] ); 
-   player.angles[1] = -asinf( delta[1] );
-#endif
-}
+   player__walk_update,
+   player__skate_update,
+   player__dead_update,
+   player__drive_update
+};
 
-static void player_animate_camera(void)
+VG_STATIC 
+void( *_player_post_update[])( player_instance *player ) =
 {
-   static v3f lerp_cam = {0.0f,0.0f,0.0f};
-   v3f offs = { -0.4f, 0.15f, 0.0f };
-
-   v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
-   v3_add( lerp_cam, offs, offs );
-   m4x3_mulv( player.rb.to_world, offs, player.camera_pos );
-   
-   /* Look angles */
-   v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
-
-   float yaw = atan2f(  player.vl[0], -player.vl[2] ),
-       pitch = atan2f( -player.vl[1], 
-             sqrtf(
-               player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
-             )) * 0.7f;
-
-   player.angles[0] = yaw;
-   player.angles[1] = pitch + 0.30f;
-
-   /* Camera shake */
-   static v2f shake_damp = {0.0f,0.0f};
-   v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
-   v2_muls( shake, v3_length(player.rb.v)*0.3f 
-                        * (1.0f+fabsf(player.slip)), shake);
-
-   v2_lerp( shake_damp, shake, 0.01f, shake_damp );
-   shake_damp[0] *= 0.2f;
-
-   v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
-}
+   player__walk_post_update,
+   player__skate_post_update,
+   NULL,
+   player__drive_post_update
+};
 
-/* 
- * Audio
- */
-static void player_audio(void)
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
 {
-   float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
-         attn = v3_dist( player.rb.co, player.camera[3] )+1.0f;
-   attn = (1.0f/(attn*attn)) * speed;
-
-   static float air = 0.0f;
-   air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f);
-   
-   v3f ears = { 1.0f,0.0f,0.0f };
-   v3f delta;
-
-   v3_sub( player.rb.co, player.camera[3], delta );
-   v3_normalize( delta );
-   m3x3_mulv( player.camera, ears, ears );
-
-   float pan = v3_dot( ears, delta );
-   audio_player0.pan = pan;
-   audio_player1.pan = pan;
-   audio_player2.pan = pan;
-
-   if( freecam )
-   {
-      audio_player0.vol = 0.0f;
-      audio_player1.vol = 0.0f;
-      audio_player2.vol = 0.0f;
-   }
-   else
-   {
-      if( player.is_dead )
-      {
-         audio_player0.vol = 0.0f;
-         audio_player1.vol = 0.0f;
-         audio_player2.vol = 0.0f;
-      }
-      else
-      {
-         float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f );
-         audio_player0.vol = (1.0f-air)*attn*(1.0f-slide);
-         audio_player1.vol =       air *attn;
-         audio_player2.vol = (1.0f-air)*attn*slide;
-      }
-   }
-}
+   player__walk_im_gui,
+   player__skate_im_gui,
+   NULL,
+   player__drive_im_gui
+};
 
-/*
- * Public Endpoints
- */
-static float *player_cam_pos(void)
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
 {
-   return player.camera_pos;
-}
+   player__walk_animate,
+   player__skate_animate,
+   player__dead_animate,
+   player__drive_animate
+};
 
-static int reset_player( int argc, char const *argv[] )
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) =
 {
-   struct respawn_point *rp = NULL, *r;
-
-   if( argc == 1 )
-   {
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         if( !strcmp( r->name, argv[0] ) )
-         {
-            rp = r;
-            break;
-         }
-      }
-
-      if( !rp )
-         vg_warn( "No spawn named '%s'\n", argv[0] );
-   }
-
-   if( !rp )
-   {
-      float min_dist = INFINITY;
-
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         float d = v3_dist2( r->co, player.rb.co );
-         
-         vg_info( "Dist %s : %f\n", r->name, d );
-         if( d < min_dist )
-         {
-            min_dist = d;
-            rp = r;
-         }
-      }
-   }
-
-   if( !rp )
-   {
-      vg_error( "No spawn found\n" );
-      if( !world.spawn_count )
-         return 0;
-
-      rp = &world.spawns[0];
-   }
-
-   v4_copy( rp->q, player.rb.q );
-   v3_copy( rp->co, player.rb.co );
-
-   player.vswitch = 1.0f;
-   player.slip_last = 0.0f;
-   player.is_dead = 0;
-   player.in_air = 1;
-   m3x3_identity( player.vr );
-
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
-   
-   rb_update_transform( &player.rb );
-   m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
-
-   player.rb_gate_frame = player.rb;
-   return 1;
-}
+   player__walk_post_animate,
+   player__skate_post_animate,
+   player__dead_post_animate,
+   player__drive_post_animate
+};
 
-static void player_update(void)
+VG_STATIC
+void( *_player_store_state[] )( player_instance *player ) = 
 {
-   for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], 
-            player.land_target_colours[i], 0.25f);
-
-   if( vg_get_axis("grabl")>0.0f)
-   {
-      player.rb = player.rb_gate_frame;
-      player.is_dead = 0;
-      player.in_air = 1;
-      m3x3_identity( player.vr );
-
-      player.mdl.shoes[0] = 1;
-      player.mdl.shoes[1] = 1;
-
-      world_routes_notify_reset();
-   }
-
-   if( vg_get_button_down( "switchmode" ) )
-   {
-      player.on_board ^= 0x1;
-   }
-
-   if( player.is_dead )
-   {
-      character_ragdoll_iter( &player.mdl );
-      character_debug_ragdoll( &player.mdl );
-
-      if( !freecam )
-         player_animate_death_cam();
-   }
-   else
-   {
-      if( player.on_board )
-      {
-         player_do_motion();
-         player_animate();
-
-         if( !freecam )
-            player_animate_camera();
-      }
-      else
-      {
-         player_walkgrid();
-      }
-   }
-
-   if( freecam )
-      player_freecam();
-
-   player_camera_update();
-   player_audio();
-}
+   NULL,
+   NULL,
+   NULL,
+   NULL
+};
 
-static void draw_player(void)
+VG_STATIC
+void( *_player_load_state_lerp[] )( player_instance *player, 
+                                    void *A, void *B, f32 t ) =
 {
-   /* Draw */
-#if 0
-   m4x3_copy( player.rb.to_world, player.mdl.mroot );
-
-   if( player.is_dead )
-      character_mimic_ragdoll( &player.mdl );
-   else
-      character_eval( &player.mdl );
-
-   float opacity = 1.0f-player.air_blend;
-   if( player.is_dead )
-      opacity = 0.0f;
-
-   character_draw( &player.mdl, opacity, player.camera );
-#endif
+   NULL,
+   NULL,
+   NULL,
+   NULL
+};
 
-   shader_viewchar_use();
-   vg_tex2d_bind( &tex_characters, 0 );
-   shader_viewchar_uTexMain( 0 );
-   shader_viewchar_uCamera( player.camera[3] );
-   shader_viewchar_uPv( vg_pv );
-   shader_link_standard_ub( _shader_viewchar.id, 2 );
-   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
-                         player.mdl.sk.bone_count,
-                         0,
-                         (float *)player.mdl.sk.final_mtx );
-   
-   mesh_bind( &player.mdl.mesh );
-   mesh_draw( &player.mdl.mesh );
-}
+PLAYER_API void player__debugtext( int size, const char *fmt, ... );
+PLAYER_API void player__create( player_instance *inst );
+PLAYER_API void player__use_avatar( player_instance *player, 
+                                    struct player_avatar *av );
+PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
+PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
+PLAYER_API void player__use_model( player_instance *player, u16 reg_id );
+
+PLAYER_API void player__bind( player_instance *player );
+PLAYER_API void player__pre_update( player_instance *player );
+PLAYER_API void player__update( player_instance *player );
+PLAYER_API void player__post_update( player_instance *player );
+
+PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
+PLAYER_API void player__im_gui( player_instance *player );
+PLAYER_API void player__setpos( player_instance *player, v3f pos );
+PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
+PLAYER_API void player__kill( player_instance *player );
+
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
 
 #endif /* PLAYER_H */