fix geo crash & backflips
[carveJwlIkooP6JGAAIwe30JlM.git] / player_device_skate.h
index d4c1e6201803e795fac6382d35c4b3c00792dc79..d657b4a20440784e70d811d9ff0f9f96cf3261dc 100644 (file)
@@ -4,7 +4,9 @@
 #include "player_interface.h"
 #include "skeleton.h"
 #include "player_model.h"
+#include "player_device_common.h"
 
+VG_STATIC
 struct player_device_skate
 {
    struct
@@ -25,8 +27,13 @@ struct player_device_skate
             reverse,
             slip;
 
+      v3f   flip_axis;
+      float flip_time,
+            flip_rate;
+
       m3x3f velocity_bias,
             velocity_bias_pstep;
+      v3f apex;
 
       int lift_frames;
 
@@ -43,8 +50,11 @@ struct player_device_skate
       double start_push,
              cur_push;
 
-      v3f vl, follow_cam_pos;
-      struct teleport_gate *follow_cam_gate;
+      v3f prev_pos;
+
+      /* FIXME: Sensible names */
+      v3f vl,          /* 1st */
+          posl, dirl;  /* 3rd */
    }
    state,
    state_gate_storage;
@@ -53,8 +63,10 @@ struct player_device_skate
    {
       v3f   log[50];
       v3f   n;
+      v3f   apex;
       u32   log_length;
-      float score;
+      float score,
+            land_dist;
 
       enum prediction_type
       {
@@ -93,12 +105,14 @@ struct player_device_skate
    v2f wobble;
 
    float debug_normal_pressure;
-};
+   u32 device_id_walk;
+}
+localplayer_device_skate;
 
-VG_STATIC void player_skate_bind( player_interface *player,
-                                  player_attachment *at )
+VG_STATIC void player_skate_bind( player_device *dev,
+                                  player_interface *player )
 {
-   struct player_device_skate *s = at->storage;
+   struct player_device_skate *s = dev->storage;
    struct player_avatar *av = player->playeravatar;
    struct skeleton *sk = &av->sk;
 
@@ -112,11 +126,8 @@ VG_STATIC void player_skate_bind( player_interface *player,
    s->anim_ollie           = skeleton_get_anim( sk, "ollie" );
    s->anim_ollie_reverse   = skeleton_get_anim( sk, "ollie_reverse" );
    s->anim_grabs           = skeleton_get_anim( sk, "grabs" );
-}
 
-VG_STATIC void player_skate_pre_update( player_interface *player,
-                                        player_attachment *at )
-{
+   s->device_id_walk = player_get_device( player, "walk" );
 }
 
 /* 
@@ -206,8 +217,9 @@ VG_STATIC struct grind_edge *skate_collect_grind_edge( v3f p0, v3f p1,
    return closest_edge;
 }
 
-VG_STATIC int skate_grind_collide( player_interface *player, 
-                                   player_attachment *at, rb_ct *contact )
+VG_STATIC int skate_grind_collide( player_device *dev,
+                                   player_interface *player, 
+                                   rb_ct *contact )
 {
    v3f p0, p1, c0, c1;
    v3_muladds( player->rb.co, player->rb.to_world[2],  0.5f, p0 );
@@ -276,10 +288,12 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
    struct grind_edge *best_grind = NULL;
    float closest_grind = INFINITY;
 
-   float grind_score   = INFINITY,
-         air_score     = INFINITY;
+   float grind_score    = INFINITY,
+         air_score      = INFINITY,
+         time_to_impact = 0.0f;
 
    prediction->log_length = 0;
+   v3_copy( pco, prediction->apex );
 
    for( int i=0; i<vg_list_size(prediction->log); i++ )
    {
@@ -289,6 +303,9 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
 
       m3x3_mulv( vr, pv, pv );
       v3_muladds( pco, pv, pstep, pco );
+
+      if( pco[1] > prediction->apex[1] )
+         v3_copy( pco, prediction->apex );
       
       v3f vdir;
 
@@ -329,9 +346,11 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
             air_score *= 0.1f;
 
          v3_lerp( pco1, pco, t1, prediction->log[ prediction->log_length ++ ] ); 
+         time_to_impact += t1 * pstep;
          break;
       }
 
+      time_to_impact += pstep;
       v3_copy( pco, prediction->log[ prediction->log_length ++ ] );
    }
 
@@ -350,6 +369,8 @@ VG_STATIC void skate_score_biased_path( v3f co, v3f v, m3x3f vr,
       prediction->score = INFINITY;
       prediction->type = k_prediction_none;
    }
+
+   prediction->land_dist = time_to_impact;
 }
 
 VG_STATIC 
@@ -370,6 +391,9 @@ void player_approximate_best_trajectory( player_interface *player,
          min_score   =  INFINITY,
          max_score   = -INFINITY;
 
+   v3_zero( s->state.apex );
+   s->land_dist = 0.0f;
+
    /*
     * Search a broad selection of futures
     */
@@ -393,6 +417,8 @@ void player_approximate_best_trajectory( player_interface *player,
          {
             min_score = p->score;
             best_vmod = vmod;
+            s->land_dist = p->land_dist;
+            v3_copy( p->apex, s->state.apex );
          }
 
          if( p->score > max_score )
@@ -430,6 +456,24 @@ void player_approximate_best_trajectory( player_interface *player,
       p->colour <<= 8;
       p->colour |= 0xff000000;
    }
+
+
+   v2f steer = { player->input_js1h->axis.value,
+                 player->input_js1v->axis.value };
+   v2_normalize_clamp( steer );
+
+   if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.0f) )
+   {
+      s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+                              s->state.reverse ;
+      s->state.flip_time = 0.0f;
+      v3_copy( player->rb.to_world[0], s->state.flip_axis );
+   }
+   else
+   {
+      s->state.flip_rate = 0.0f;
+      v3_zero( s->state.flip_axis );
+   }
 }
 
 /*
@@ -697,8 +741,8 @@ VG_STATIC void skate_apply_interface_model( player_interface *player,
    v3f spring0, spring1;
 
    skate_get_board_points( player, s, spring1, spring0 );
-   int spring_hit0 = skate_simulate_spring( player, s, spring0 ),
-       spring_hit1 = skate_simulate_spring( player, s, spring1 );
+   int spring_hit0 = 0, //skate_simulate_spring( player, s, spring0 ),
+       spring_hit1 = 0; //skate_simulate_spring( player, s, spring1 );
 
    v3f animavg, animdelta;
    v3_add( spring0, spring1, animavg );
@@ -715,7 +759,7 @@ VG_STATIC void skate_apply_interface_model( player_interface *player,
    float angle = -atan2f( dy, dx );
    q_axis_angle( s->board_rotation, (v3f){1.0f,0.0f,0.0f}, angle );
 
-   int lift_frames_limit = 1;
+   int lift_frames_limit = 6;
 
    /* Surface connection */
    if( len == 0 && !(spring_hit0 && spring_hit1) )
@@ -908,10 +952,8 @@ VG_STATIC void skate_apply_jump_model( player_interface *player,
 
       float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
       s->state.steery_s = -steer[0] * maxspin;
-      s->state.steerx_s =  steer[1] * s->state.reverse * maxspin;
       s->state.steerx = s->state.steerx_s;
-      s->state.steery = s->state.steery_s;
-      
+
       /* FIXME audio events */
 #if 0
       audio_lock();
@@ -1059,7 +1101,16 @@ VG_STATIC void skate_integrate( player_interface *player,
    v3_muladds( player->rb.v, gravity, k_rb_delta, player->rb.v );
    v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co );
 
-   v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, player->rb.w );
+   float decay_rate = 0.5f*0.125f;
+
+   if( s->state.activity == k_skate_activity_air )
+   {
+      float dist = 1.0f-(s->land_dist/4.0f);
+      decay_rate = 0.5f * vg_maxf( dist*dist, 0.0f );
+   }
+
+   v3_lerp( player->rb.w, (v3f){0.0f,0.0f,0.0f}, decay_rate, player->rb.w );
+
    if( v3_length2( player->rb.w ) > 0.0f )
    {
       v4f rotation;
@@ -1074,7 +1125,7 @@ VG_STATIC void skate_integrate( player_interface *player,
 
    /* integrate steering velocities */
    v4f rotate; 
-   float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.3f;
+   float l = (s->state.activity == k_skate_activity_air)? 0.04f: 0.24f;
 
    s->state.steery_s = vg_lerpf( s->state.steery_s, s->state.steery, l );
    s->state.steerx_s = vg_lerpf( s->state.steerx_s, s->state.steerx, l );
@@ -1094,13 +1145,15 @@ VG_STATIC void skate_integrate( player_interface *player,
    v3_copy( player.rb.v, s->phys.v_prev );
 #endif
 
+   s->state.flip_time += s->state.flip_rate * k_rb_delta;
    rb_update_transform( &player->rb );
 }
 
-VG_STATIC void player_skate_update( player_interface *player,
-                                    player_attachment *at )
+VG_STATIC void player_skate_update( player_device *dev,
+                                    player_interface *player )
 {
-   struct player_device_skate *s = at->storage;
+   struct player_device_skate *s = dev->storage;
+   v3_copy( player->rb.co, s->state.prev_pos );
    s->state.activity_prev = s->state.activity;
 
    /* Setup colliders */
@@ -1123,13 +1176,39 @@ VG_STATIC void player_skate_update( player_interface *player,
                                      &s->sphere_front, manifold ),
    len_back = skate_collide_smooth( player, mtx_back,  
                                     &s->sphere_back, &manifold[len_front] ),
-
    interface_len = len_front + len_back;
 
+   /* try to slap both wheels onto the ground when landing to prevent mega 
+    * angular velocities being added */
+   if( (s->state.activity == k_skate_activity_air) && (len_front != len_back) )
+   {
+      v3f trace_from, trace_dir;
+      v3_muls( player->rb.to_world[1], -1.0f, trace_dir );
+
+      if( len_front )
+         v3_copy( mtx_back[3],  trace_from );
+      else
+         v3_copy( mtx_front[3], trace_from );
+
+      ray_hit ray;
+      ray.dist = 0.6f;
+
+      if( ray_world( trace_from, trace_dir, &ray ) )
+      {
+         rb_ct *ct = &manifold[ interface_len ];
+
+         v3_copy( ray.pos, ct->co );
+         v3_copy( ray.normal, ct->n );
+         ct->p = 0.0f;
+
+         interface_len ++;
+      }
+   }
+
    interface_manifold = manifold;
    grind_manifold = manifold + interface_len;
 
-   int grind_len = skate_grind_collide( player, at, grind_manifold );
+   int grind_len = skate_grind_collide( dev, player, grind_manifold );
 
    for( int i=0; i<interface_len+grind_len; i ++ )
    {
@@ -1158,17 +1237,39 @@ VG_STATIC void player_skate_update( player_interface *player,
    vg_line_pt3( s->state.cog, 0.14f, VG__WHITE );
 
    vg_line( player->rb.co, s->state.cog, VG__RED );
-}
 
-VG_STATIC void player_skate_post_update( player_interface *player,
-                                         player_attachment *at )
-{
+
+   teleport_gate *gate;
+   if( (gate = world_intersect_gates( player->rb.co, s->state.prev_pos )) )
+   {
+      m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
+      m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
+      m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
+      m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
+      m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
+
+      /*camera */
+      m4x3_mulv( gate->transport, s->state.posl, s->state.posl );
+      m3x3_mulv( gate->transport, s->state.vl, s->state.vl );
+      m3x3_mulv( gate->transport, s->state.dirl, s->state.dirl );
+
+#if 0
+      mixedcam_transport( &s->state.cam, gate );
+#endif
+
+      v4f transport_rotation;
+      m3x3_q( gate->transport, transport_rotation );
+      q_mul( transport_rotation, player->rb.q, player->rb.q );
+      rb_update_transform( &player->rb );
+
+      s->state_gate_storage = s->state;
+      player_pass_gate( player, gate );
+   }
 }
 
-VG_STATIC void player_skate_ui( player_interface *player,
-                                player_attachment *at )
+VG_STATIC void player_skate_ui( player_device *dev, player_interface *player )
 {
-   struct player_device_skate *s = at->storage;
+   struct player_device_skate *s = dev->storage;
 
    /* FIXME: Compression */
    player_debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
@@ -1189,18 +1290,14 @@ VG_STATIC void player_skate_ui( player_interface *player,
    player_debugtext( 1, "steer_s: %5.2f %5.2f [%.2f %.2f]\n",
                         s->state.steerx_s, s->state.steery_s,
                         k_steer_ground, k_steer_air );
+   player_debugtext( 1, "flip: %.4f %.4f\n", s->state.flip_rate, 
+                                             s->state.flip_time );
 }
 
-VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
-                                                 struct player_device_skate *s,
-                                                 struct player_avatar *av,
-                                                 v3f next_pos, v3f d );
-
-VG_STATIC void player_skate_pose( player_interface *player,
-                                  player_attachment *at, 
-                                  player_pose pose, m4x3f transform )
+VG_STATIC void player_skate_animate( player_device *dev, 
+                                     player_interface *player )
 {
-   struct player_device_skate *s = at->storage;
+   struct player_device_skate *s = dev->storage;
    struct player_avatar *av = player->playeravatar;
    struct skeleton *sk = &av->sk;
 
@@ -1363,7 +1460,7 @@ VG_STATIC void player_skate_pose( player_interface *player,
       skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
    }
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, pose );
+   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dev->pose );
 
    float add_grab_mod = 1.0f - s->blend_fly;
 
@@ -1377,13 +1474,13 @@ VG_STATIC void player_skate_pose( player_interface *player,
 
       for( int i=0; i<vg_list_size(apply_to); i ++ )
       {
-         pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
-         pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
+         dev->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
+         dev->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
 
-      mdl_keyframe *kf_board  = &pose[av->id_board-1],
-                   *kf_foot_l = &pose[av->id_ik_foot_l-1],
-                   *kf_foot_r = &pose[av->id_ik_foot_r-1];
+      mdl_keyframe *kf_board  = &dev->pose[av->id_board-1],
+                   *kf_foot_l = &dev->pose[av->id_ik_foot_l-1],
+                   *kf_foot_r = &dev->pose[av->id_ik_foot_r-1];
 
       v3f bo;
       v3_muls( s->board_offset, add_grab_mod, bo );
@@ -1409,9 +1506,10 @@ VG_STATIC void player_skate_pose( player_interface *player,
    }
 
    /* transform */
-   rb_extrapolate_transform( &player->rb, transform );
+   rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q );
 
-   v3_muladds( transform[3], player->rb.to_world[1], -0.28f, transform[3] );
+   v3_muladds( dev->pose_root_co, player->rb.to_world[1], -0.28f, 
+               dev->pose_root_co );
 
    v4f qresy, qresx, qresidual;
    m3x3f mtx_residual;
@@ -1420,22 +1518,46 @@ VG_STATIC void player_skate_pose( player_interface *player,
    q_axis_angle( qresx, player->rb.to_world[0], s->state.steerx_s*substep );
 
    q_mul( qresy, qresx, qresidual );
-   q_m3x3( qresidual, mtx_residual );
-   m3x3_mul( transform, mtx_residual, transform );
+   q_normalize( qresidual );
+   q_mul( dev->pose_root_q, qresidual, dev->pose_root_q );
+   q_normalize( dev->pose_root_q );
 
-   if( cl_thirdperson && s->state.follow_cam_gate )
+   v4f qflip;
+   if( (s->state.activity == k_skate_activity_air) &&
+       (fabsf(s->state.flip_rate) > 0.01f) )
    {
-      v3f next_pos, d, _;
-      skate_camera_thirdperson_nextpos( player, s, av, next_pos, d );
+      float angle = vg_clampf( s->state.flip_time, -1.0f, 1.0f ) * VG_TAUf,
+            distm = s->land_dist * fabsf(s->state.flip_rate) * 3.0f,
+            blend = vg_clampf( 1.0f-distm, 0.0f, 1.0f );
+
+      angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
+
+      q_axis_angle( qflip, s->state.flip_axis, angle );
+      q_mul( qflip, dev->pose_root_q, dev->pose_root_q );
+      q_normalize( dev->pose_root_q );
+
+      v3f rotation_point, rco;
+      v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
+      v3_sub( dev->pose_root_co, rotation_point, rco );
+      
+      /* FIXME: q_mul v3 */
+      m3x3f TEMP;
+      q_m3x3( qflip, TEMP );
+      m3x3_mulv( TEMP, rco, rco );
+      v3_add( rco, rotation_point, dev->pose_root_co );
+   }
 
-      if( !gate_intersect_plane( s->state.follow_cam_gate, 
-                                 next_pos, s->state.follow_cam_pos, _ ) )
+#if 0
+   if( cl_thirdperson )
+   {
+      if( !followcam_will_hit_gate( player, &s->state.cam ) )
       {
          m4x3f inverse;
-         m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
+         m4x3_invert_affine( s->state.cam.gate->transport, inverse );
          m4x3_mul( inverse, transform, transform );
       }
    }
+#endif
 }
 
 VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
@@ -1454,16 +1576,18 @@ VG_STATIC void skate_camera_vector_look( camera *cam, v3f v, float C, float k )
    cam->angles[1] = pitch;
 }
 
-VG_STATIC void skate_camera_firstperson( player_interface *player,
-                                         struct player_device_skate *s,
-                                         struct player_avatar *av, camera *cam )
+VG_STATIC void skate_camera_firstperson( player_device *dev,
+                                         player_interface *player )
 {
+   struct player_device_skate *s = dev->storage;
+   struct player_avatar *av = player->playeravatar;
+
    /* FIXME: viewpoint entity */
    v3f vp = {-0.1f,1.8f,0.0f};
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, cam->pos );
+   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos );
 
-   v3_zero( cam->angles );
-   cam->fov = 119.0f;
+   v3_zero( dev->cam_1st.angles );
+   dev->cam_1st.fov = 119.0f;
 
    v3f flat_dir,
        vel_dir,
@@ -1488,80 +1612,50 @@ VG_STATIC void skate_camera_firstperson( player_interface *player,
    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 );
 
-   skate_camera_vector_look( cam, s->state.vl, 0.7f, 0.5f );
+   skate_camera_vector_look( &dev->cam_1st, s->state.vl, 1.0f, 0.25f );
 }
 
-/* this is a little yucky but needs to be done so we can use this 'prediction' 
- * in the pose function. its unfortunate. too bad
- */
-VG_STATIC void skate_camera_thirdperson_nextpos( player_interface *player,
-                                                 struct player_device_skate *s,
-                                                 struct player_avatar *av,
-                                                 v3f next_pos, v3f d )
+VG_STATIC void skate_camera_thirdperson( player_device *dev,
+                                         player_interface *player )
 {
-   v3f origin, target;
-
-   if( s->state.follow_cam_gate )
-   {
-      m4x3f inverse;
-      m4x3_invert_affine( s->state.follow_cam_gate->transport, inverse );
-      m4x3_mulv( inverse, player->rb.co, origin );
-   }
-   else
-   {
-      v3_copy( player->rb.co, origin );
-   }
+   struct player_device_skate *s = dev->storage;
+   struct player_avatar *av = player->playeravatar;
 
+   v3f origin, dir, target;
+   v3_copy( player->rb.co, origin );
    v3_add( origin, (v3f){0.0f,1.35f,0.0f}, origin );
-   v3_sub( origin, s->state.follow_cam_pos, d );
+   v3_sub( origin, s->state.posl, dir );
    
-   if( v3_length2( d ) < 0.1f*0.1f )
-      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, d );
+   if( v3_length2( dir ) < 0.1f*0.1f )
+      v3_copy( (v3f){ 0.0f, 0.0f, 1.0f }, dir );   /* FIXME */
    else
-      v3_normalize( d );
-
-   v3_muladds( origin, d, -2.0f, target );
-   v3_lerp( s->state.follow_cam_pos, target, vg.frame_delta * 12.0f, next_pos );
-}
+      v3_normalize( dir );
 
-VG_STATIC void skate_camera_thirdperson( player_interface *player,
-                                         struct player_device_skate *s,
-                                         struct player_avatar *av, camera *cam )
-{
-   v3f prev_pos, cam_look_dir, d;
+   if( s->state.activity == k_skate_activity_air )
+      dir[1] *= vg_maxf( 0.0f, 1.0f - (s->land_dist/2.0f) );
+   dir[1] *= 0.0f;
 
-   v3_copy( s->state.follow_cam_pos, prev_pos );
-   skate_camera_thirdperson_nextpos( player, s, av, s->state.follow_cam_pos, d);
+   v3_muladds( origin, dir, -2.0f, target );
 
-   if( s->state.follow_cam_gate )
-   {
-      v2f _;
-      if( gate_intersect_plane( s->state.follow_cam_gate, 
-                                s->state.follow_cam_pos, prev_pos, _ ) )
-      {
-         m4x3_mulv( s->state.follow_cam_gate->transport, 
-                        s->state.follow_cam_pos, s->state.follow_cam_pos );
-         m3x3_mulv( s->state.follow_cam_gate->transport, d, d );
-         player_apply_transport_to_cam( s->state.follow_cam_gate->transport );
+   v3_lerp( s->state.posl, target, vg.frame_delta * 15.0f, s->state.posl );
+   v3_lerp( s->state.dirl, dir, 18.0f*vg.time_delta, s->state.dirl );
 
-         s->state.follow_cam_gate = NULL;
-      }
-   }
-   
-   skate_camera_vector_look( cam, d, 1.0f, 0.0f );
-   v3_copy( s->state.follow_cam_pos, cam->pos );
+   v3_copy( s->state.posl, dev->cam_3rd.pos );
+   skate_camera_vector_look( &dev->cam_3rd, s->state.dirl, 1.0f, 0.2f );
 }
 
-VG_STATIC void player_skate_get_camera( player_interface *player,
-                                        player_attachment *at, camera *cam )
+VG_STATIC void player_skate_post_animate( player_device *dev,
+                                          player_interface *player )
 {
-   struct player_device_skate *s = at->storage;
+   struct player_device_skate *s = dev->storage;
    struct player_avatar *av = player->playeravatar;
 
-   if( cl_thirdperson )
-      skate_camera_thirdperson( player, s, av, cam );
-   else
-      skate_camera_firstperson( player, s, av, cam );
+   v3_zero( dev->cam_1st.pos );
+   v3_zero( dev->cam_1st.angles );
+   dev->cam_1st.fov = 90.0f;
+
+   skate_camera_thirdperson( dev, player );
+   skate_camera_firstperson( dev, player );
 
    /* FIXME: Organize this. Its int wrong fucking place */
    v3f vp0 = {0.0f,0.1f, 0.6f},
@@ -1571,53 +1665,105 @@ VG_STATIC void player_skate_get_camera( player_interface *player,
    m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
 }
 
-VG_STATIC void player_skate_transport( player_interface *player,
-                                       player_attachment *at,
-                                       teleport_gate *gate )
+VG_STATIC void player_skate_reset( player_device *dev,
+                                   player_interface *player,
+                                   struct respawn_point *rp )
 {
-   struct player_device_skate *s = at->storage;
-
-   m4x3_mulv( gate->transport, player->rb.co,  player->rb.co );
-   m3x3_mulv( gate->transport, player->rb.v,   player->rb.v );
-   m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
-   m3x3_mulv( gate->transport, s->state.cog_v, s->state.cog_v );
-   m3x3_mulv( gate->transport, s->state.vl,    s->state.vl );
-   m3x3_mulv( gate->transport, s->state.throw_v, s->state.throw_v );
-
-   v4f transport_rotation;
-   m3x3_q( gate->transport, transport_rotation );
-   q_mul( transport_rotation, player->rb.q, player->rb.q );
-   rb_update_transform( &player->rb );
+   struct player_device_skate *s = dev->storage;
+   v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+
+#if 0
+   mixedcam_reset( player, &s->state.cam );
+#endif
+}
 
-   s->state.follow_cam_gate = gate;
-   s->state_gate_storage = s->state;
+VG_STATIC int player_skate_event( player_device *dev, player_interface *player,
+                                  enum player_device_event_type ev, 
+                                  void *data )
+{
+   struct player_device_skate *s = dev->storage;
 
-   if( !cl_thirdperson )
+   if( ev == k_player_device_event_bind )
+      player_skate_bind( dev, player );
+   else if( ev == k_player_device_event_respawn )
+      player_skate_reset( dev, player, data );
+   else if( ev == k_player_device_event_pre_update )
    {
-      player_apply_transport_to_cam( gate->transport );
+      if( vg_input_button_down( player->input_use ) )
+      {
+         struct device_transition_walk inf;
+         v3_copy( player->cam.angles, inf.angles );
+         inf.angles[2] = 0.0f;
+
+         player_transition_to_device( player, s->device_id_walk, &inf );
+         return 1;
+      }
    }
-}
+   else if( ev == k_player_device_event_custom_transition )
+   {
+      /* transition coming in from walking */
+      struct device_transition_skateboard *inf = data;
 
-VG_STATIC void player_skate_reset( player_interface *player,
-                                   player_attachment *at,
-                                   struct respawn_point *rp )
-{
-   struct player_device_skate *s = at->storage;
-   v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
-   s->state.follow_cam_gate = NULL;
+      q_axis_angle( player->rb.q, (v3f){0.0f,1.0f,0.0f}, 
+                    atan2f( inf->dir[0], inf->dir[2] ) );
+      v3_copy( player->cam.pos, s->state.posl );
+
+      m3x3f temp;
+      euler_m3x3( player->cam.angles, temp );
+      v3_muls( temp[2], -1.0f, s->state.dirl );
+
+      rb_update_transform( &player->rb );
+      v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+      v3_copy( player->rb.v, s->state.cog_v );
+   }
+   else if( ev == k_player_device_event_update )
+   {
+      player_skate_update( dev, player );
+   }
+   else if( ev == k_player_device_event_post_update )
+   {
+      for( int i=0; i<s->prediction_count; i++ )
+      {
+         struct land_prediction *p = &s->predictions[i];
+         
+         for( int j=0; j<p->log_length - 1; j ++ )
+            vg_line( p->log[j], p->log[j+1], p->colour );
+
+         vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+
+         v3f p1;
+         v3_add( p->log[p->log_length-1], p->n, p1 );
+         vg_line( p->log[p->log_length-1], p1, 0xffffffff );
+
+         vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+      }
+
+      vg_line_pt3( s->state.apex, 0.200f, 0xff0000ff );
+      vg_line_pt3( s->state.apex, 0.201f, 0xff00ffff );
+   }
+   else if( ev == k_player_device_event_animate )
+   {
+      player_skate_animate( dev, player );
+   }
+   else if( ev == k_player_device_event_post_animate )
+   {
+      player_skate_post_animate( dev, player );
+   }
+   else if( ev == k_player_device_event_debug_ui )
+   {
+      player_skate_ui( dev, player );
+   }
+   else
+      return 0;
+
+   return 1;
 }
 
 VG_STATIC player_device player_device_skate =
 {
-   .pre_update    = player_skate_pre_update,
-   .update        = player_skate_update,
-   .post_update   = player_skate_post_update,
-   .get_camera    = player_skate_get_camera,
-   .debug_ui      = player_skate_ui,
-   .bind          = player_skate_bind,
-   .pose          = player_skate_pose,
-   .gate_transport= player_skate_transport,
-   .reset         = player_skate_reset
+   .name          = "skateboard",
+   .event         = player_skate_event,
+   .storage       = &localplayer_device_skate
 };
 
 #endif /* PLAYER_DEVICE_SKATE_H */