performance measurements
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index dbf927b0416ec8df4ab253810a0f244c5fef4102..1ad7231609e2f0dcc2b5abd1a2a94d9e03ce63b8 100644 (file)
@@ -9,9 +9,7 @@
 #include "addon.h"
 
 static void player__skate_bind(void){
-   struct player_avatar *av = localplayer.playeravatar;
-   struct skeleton *sk = &av->sk;
-
+   struct skeleton *sk = &localplayer.skeleton;
    rb_update_transform( &localplayer.rb );
 
    struct { struct skeleton_anim **anim; const char *name; }
@@ -119,7 +117,7 @@ static int skate_grind_scansq( v3f pos, v3f dir, float r,
        support_max;
 
    v3f support_axis;
-   v3_cross( plane, localplayer.basis[1], support_axis );
+   v3_cross( plane, (v3f){0,1,0}, support_axis );
    v3_normalize( support_axis );
    
    bh_iter it;
@@ -156,9 +154,9 @@ static int skate_grind_scansq( v3f pos, v3f dir, float r,
             v3_cross( va, vb, normal );
 
             sample->normal[0] = v3_dot( support_axis, normal );
-            sample->normal[1] = v3_dot( localplayer.basis[1], normal );
+            sample->normal[1] = normal[1];
             sample->co[0]     = v3_dot( support_axis, d );
-            sample->co[1]     = v3_dot( localplayer.basis[1], d );
+            sample->co[1]     = d[1];
 
             v3_copy( normal, sample->normal3 ); /* normalize later
                                                    if we want to us it */
@@ -181,8 +179,7 @@ too_many_samples:
    if( sample_count < 2 )
       return 0;
 
-   v3f 
-       average_direction,
+   v3f average_direction,
        average_normal;
 
    v2f min_co, max_co;
@@ -227,14 +224,18 @@ too_many_samples:
          v3_copy( si->normal3, n0 );
          v3_copy( sj->normal3, n1 );
          v3_cross( n0, n1, dir );
+
+         if( v3_length2( dir ) <= 0.000001f )
+            continue;
+
          v3_normalize( dir );
 
          /* make sure the directions all face a common hemisphere */
          v3_muls( dir, vg_signf(v3_dot(dir,plane)), dir );
          v3_add( average_direction, dir, average_direction );
 
-         float yi = v3_dot( localplayer.basis[1], si->normal3 ),
-               yj = v3_dot( localplayer.basis[1], sj->normal3 );
+         float yi = si->normal3[1],
+               yj = sj->normal3[1];
 
          if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
          else          v3_add( sj->normal3, average_normal, average_normal );
@@ -286,18 +287,14 @@ static int create_jumps_to_hit_target( jump_info *jumps,
 
    v3f v0;
    v3_sub( target, localplayer.rb.co, v0 );
-   m3x3_mulv( localplayer.invbasis, v0, v0 );
 
    v3f ax;
    v3_copy( v0, ax );
    ax[1] = 0.0f;
    v3_normalize( ax );
 
-   v3f v_local;
-   m3x3_mulv( localplayer.invbasis, localplayer.rb.v, v_local );
-
-   v2f d = { v3_dot( ax, v0 ),           v0[1] },
-       v = { v3_dot( ax, v_local ), v_local[1] };
+   v2f d = { v3_dot( ax, v0 ),               v0[1] },
+       v = { v3_dot( ax, localplayer.rb.v ), localplayer.rb.v[1] };
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
@@ -316,7 +313,6 @@ static int create_jumps_to_hit_target( jump_info *jumps,
 
          v3_muls( ax, cosf( a0 ) * m, inf->v );
          inf->v[1] += sinf( a0 ) * m;
-         m3x3_mulv( localplayer.basis, inf->v, inf->v );
          inf->land_dist = d[0] / (cosf(a0)*m);
          inf->gravity = gravity;
 
@@ -329,7 +325,6 @@ static int create_jumps_to_hit_target( jump_info *jumps,
 
          v3_muls( ax, cosf( a1 ) * m, inf->v );
          inf->v[1] += sinf( a1 ) * m;
-         m3x3_mulv( localplayer.basis, inf->v, inf->v );
          inf->land_dist = d[0] / (cosf(a1)*m);
          inf->gravity = gravity;
 
@@ -357,7 +352,7 @@ static void player__approximate_best_trajectory(void){
    v3_normalize( axis );
 
    /* at high slopes, Y component is low */
-   float upness      = v3_dot( localplayer.rb.to_world[1], localplayer.basis[1] ),
+   float upness      = localplayer.rb.to_world[1][1],
          angle_begin = -(1.0f-fabsf( upness )),
          angle_end   =   1.0f;
 
@@ -407,17 +402,14 @@ static void player__approximate_best_trajectory(void){
       inf->gravity = gravity;
       v3_copy( launch_v, inf->v );
 
-      m3x3f basis;
-      m3x3_copy( localplayer.basis, basis );
-
       for( int i=1; i<=50; i++ ){
          float t = (float)i * k_trace_delta;
 
          v3_muls( launch_v, t, co1 );
-         v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
+         co1[1] += -0.5f * gravity * t*t;
          v3_add( launch_co, co1, co1 );
 
-         float launch_vy = v3_dot( launch_v,basis[1] );
+         float launch_vy = launch_v[1];
 
          int search_for_grind = 1;
          if( grind_located ) search_for_grind = 0;
@@ -438,7 +430,7 @@ static void player__approximate_best_trajectory(void){
 
                for( int j=0; j<2; j++ ){
                   v3_muls( launch_v_bounds[j], t, bound[j] );
-                  v3_muladds( bound[j], basis[1], -0.5f*gravity*t*t, bound[j] );
+                  bound[j][1] += -0.5f*gravity*t*t;
                   v3_add( launch_co, bound[j], bound[j] );
                }
 
@@ -457,14 +449,12 @@ static void player__approximate_best_trajectory(void){
          if( search_for_grind ){
             v3f ve;
             v3_copy( launch_v, ve );
-            v3_muladds( ve, basis[1], -gravity * t, ve );
+            ve[1] += -gravity * t;
 
             if( skate_grind_scansq( closest, ve, 0.5f, &grind ) ){
                /* check alignment */
-               v2f v0 = { v3_dot( ve, basis[0] ), 
-                          v3_dot( ve, basis[2] ) },
-                   v1 = { v3_dot( grind.dir, basis[0] ), 
-                          v3_dot( grind.dir, basis[2] ) };
+               v2f v0 = { ve[0], ve[2] },
+                   v1 = { grind.dir[0], grind.dir[2] };
 
                v2_normalize( v0 );
                v2_normalize( v1 );
@@ -493,11 +483,9 @@ static void player__approximate_best_trajectory(void){
                m4x3_mulv( gate->transport, co1, co1 );
                m3x3_mulv( gate->transport, launch_v, launch_v);
                m4x3_mulv( gate->transport, launch_co, launch_co );
-               m3x3_mul( gate->transport, basis, basis );
 
-               if( gate->flags & k_ent_gate_nonlocal ){
+               if( gate->flags & k_ent_gate_nonlocal )
                   trace_world = &world_static.instances[ gate->target ];
-               }
             }
          }
 
@@ -523,7 +511,7 @@ static void player__approximate_best_trajectory(void){
 
             v3f ve;
             v3_copy( launch_v, ve );
-            v3_muladds( ve, localplayer.basis[1], -gravity * t, ve );
+            ve[1] += -gravity * t;
 
             inf->score = -v3_dot( ve, inf->n );
             inf->land_dist = t + k_trace_delta * t1;
@@ -570,13 +558,10 @@ static void player__approximate_best_trajectory(void){
 
          v3_copy( jump->v, launch_v );
          v3_copy( localplayer.rb.co, launch_co );
-
-         m3x3f basis;
-         m3x3_copy( localplayer.basis, basis );
          
          float t = 0.05f * jump->land_dist;
          v3_muls( launch_v, t, co0 );
-         v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
+         co0[1] += -0.5f * jump->gravity * t*t;
          v3_add( launch_co, co0, co0 );
 
          /* rough scan to make sure we dont collide with anything */
@@ -587,7 +572,7 @@ static void player__approximate_best_trajectory(void){
             t *= jump->land_dist;
 
             v3_muls( launch_v, t, co1 );
-            v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+            co1[1] += -0.5f * jump->gravity * t*t;
             v3_add( launch_co, co1, co1 );
             
             float t1;
@@ -608,8 +593,7 @@ static void player__approximate_best_trajectory(void){
          /* determine score */
          v3f ve;
          v3_copy( jump->v, ve );
-         v3_muladds( ve, localplayer.basis[1], 
-                     -jump->gravity*jump->land_dist, ve );
+         ve[1] += -jump->gravity*jump->land_dist;
          jump->score = -v3_dot( ve, grind.n ) * 0.9f;
 
          player_skate.possible_jumps[ player_skate.possible_jump_count ++ ] = 
@@ -680,9 +664,8 @@ invalidated_grind:;
          v3_zero( state->flip_axis );
       }
    }
-   else{
-      v3_copy( localplayer.basis[1], state->land_normal );
-   }
+   else
+      v3_copy( (v3f){0,1,0}, state->land_normal );
 }
 
 /*
@@ -942,7 +925,7 @@ static void skate_apply_jump_model(void){
       v3f jumpdir;
       
       /* Launch more up if alignment is up else improve velocity */
-      float aup = v3_dot( localplayer.basis[1], localplayer.rb.to_world[1] ),
+      float aup = localplayer.rb.to_world[1][1],
             mod = 0.5f,
             dir = mod + fabsf(aup)*(1.0f-mod);
 
@@ -974,11 +957,9 @@ static void skate_apply_jump_model(void){
       v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
       state->jump_charge = 0.0f;
       state->jump_time = vg.time;
-
-      audio_lock();
-      audio_oneshot_3d( &audio_jumps[vg_randu32()%2], 
-                        localplayer.rb.co,40.0f,1.0f);
-      audio_unlock();
+      player__networked_sfx( k_player_subsystem_skate, 32, 
+                             k_player_skate_soundeffect_jump,
+                             localplayer.rb.co, 1.0f );
    }
 }
 
@@ -1054,9 +1035,7 @@ static void skate_apply_cog_model(void){
 
    /* Apply forces & intergrate */
    v3_muladds( state->cog_v, F, -rb, state->cog_v );
-   v3_muladds( state->cog_v, localplayer.basis[1], -9.8f * k_rb_delta,
-               state->cog_v );
-
+   state->cog_v[1] += -9.8f * k_rb_delta;
    v3_muladds( state->cog, state->cog_v, k_rb_delta, state->cog );
 }
 
@@ -1104,7 +1083,13 @@ static void player__skate_pre_update(void){
       v3_copy( localplayer.cam.angles, localplayer.angles );
       localplayer.angles[2] = 0.0f;
 
-      player__begin_holdout();
+      v3f newpos, offset;
+      m4x3_mulv( localplayer.rb.to_world, (v3f){0.0f,1.0f,0.0f}, newpos );
+      v3_add( newpos, (v3f){0.0f,-1.0f,0.0f}, newpos );
+      v3_sub( localplayer.rb.co, newpos, offset );
+      v3_copy( newpos, localplayer.rb.co );
+
+      player__begin_holdout( offset );
       player__skate_kill_audio();
       player__walk_transition();
       return;
@@ -1495,8 +1480,12 @@ static void skate_adjust_up_direction(void){
                8.0f * player_skate.substep_delta, state->up_dir );
    }
    else{
-      v3_lerp( state->up_dir, localplayer.basis[1],
-               12.0f * player_skate.substep_delta, state->up_dir );
+      v3f avg;
+      v3_add( localplayer.rb.to_world[1], (v3f){0,1,0}, avg );
+      v3_normalize( avg );
+
+      v3_lerp( state->up_dir, avg,
+               6.0f * player_skate.substep_delta, state->up_dir );
    }
 }
 
@@ -1551,7 +1540,6 @@ static void skate_grind_decay( struct grind_info *inf, float strength ){
 static void skate_grind_truck_apply( float sign, struct grind_info *inf,
                                         float strength ){
    struct player_skate_state *state = &player_skate.state;
-
    /* REFACTOR */
    v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
    v3f raw, wsp;
@@ -2039,7 +2027,9 @@ static void player__skate_update(void){
 
    if( world->water.enabled ){
       if( localplayer.rb.co[1]+0.25f < world->water.height ){
-         audio_oneshot_3d( &audio_splash, localplayer.rb.co, 40.0f, 1.0f );
+         player__networked_sfx( k_player_subsystem_walk, 32, 
+                                k_player_walk_soundeffect_splash,
+                                localplayer.rb.co, 1.0f );
          player__skate_kill_audio();
          player__dead_transition();
          return;
@@ -2093,9 +2083,7 @@ static void player__skate_update(void){
          }
       }
       min_dist -= 0.2f;
-      float vy = v3_dot( localplayer.basis[1], localplayer.rb.v );
-            vy = vg_maxf( 0.0f, vy );
-
+      float vy = vg_maxf( 0.0f, localplayer.rb.v[1] );
       slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
    }
    state->slap = vg_lerpf( state->slap, slap, 10.0f*k_rb_delta );
@@ -2160,15 +2148,15 @@ static void player__skate_update(void){
    }
 
    if( (prev_contacts[0]+prev_contacts[1] == 1) && (contact_count == 2) ){
-      audio_lock();
       for( int i=0; i<2; i++ ){
          if( !prev_contacts[i] ){
             v3f co;
             m4x3_mulv( localplayer.rb.to_world, wheels[i].pos, co );
-            audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
+            player__networked_sfx( k_player_subsystem_skate, 32, 
+                                   k_player_skate_soundeffect_tap,
+                                   localplayer.rb.co, 0.75f );
          }
       }
-      audio_unlock();
    }
 
    if( contact_count ){
@@ -2296,9 +2284,7 @@ begin_collision:;
    }
 
    rb_update_transform( &localplayer.rb );
-   v3_muladds( localplayer.rb.v, localplayer.basis[1],
-               -state->gravity_bias * player_skate.substep_delta, 
-               localplayer.rb.v );
+   localplayer.rb.v[1] += -state->gravity_bias * player_skate.substep_delta;
 
    player_skate.substep -= player_skate.substep_delta;
 
@@ -2403,7 +2389,7 @@ begin_collision:;
    }
 
    /* yes, we are currently rebuilding mass matrices every frame. too bad! */
-   v3f extent = { k_board_width, 0.1f, k_board_length };
+   v3f extent = { k_board_width*10.0f, 0.1f, k_board_length };
    float ex2 = k_board_interia*extent[0]*extent[0],
          ey2 = k_board_interia*extent[1]*extent[1],
          ez2 = k_board_interia*extent[2]*extent[2];
@@ -2524,10 +2510,11 @@ begin_collision:;
    skate_integrate();
    vg_line_point( state->cog, 0.02f, VG__WHITE );
 
-   ent_gate *gate = 
-      world_intersect_gates(world, localplayer.rb.co, state->prev_pos );
+   u32 id = world_intersect_gates( world, localplayer.rb.co, state->prev_pos );
+
+   if( id ){
+      ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
 
-   if( gate ){
       m4x3_mulv( gate->transport, localplayer.rb.co, localplayer.rb.co );
       m3x3_mulv( gate->transport, localplayer.rb.v,  localplayer.rb.v );
       m4x3_mulv( gate->transport, state->cog,   state->cog );
@@ -2543,7 +2530,7 @@ begin_collision:;
       q_mul( transport_rotation, state->smoothed_rotation,
                                  state->smoothed_rotation );
       rb_update_transform( &localplayer.rb );
-      player__pass_gate( gate );
+      player__pass_gate( id );
    }
 
    /* FIXME: Rate limit */
@@ -2557,28 +2544,51 @@ begin_collision:;
    if( stick_frames > 5 ) stick_frames =  5;
 
    if( stick_frames == 4 ){
-      audio_lock();
-
       if( state->activity == k_skate_activity_ground ){
          if( (fabsf(state->slip) > 0.75f) ){
-            audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], localplayer.rb.co, 
-                              40.0f, 1.0f );
+            player__networked_sfx( k_player_subsystem_skate, 128, 
+                                   k_player_skate_soundeffect_land_bad,
+                                   localplayer.rb.co, 0.6f );
          }
          else{
-            audio_oneshot_3d( &audio_lands[vg_randu32()%3], localplayer.rb.co, 
-                              40.0f, 1.0f );
+            player__networked_sfx( k_player_subsystem_skate, 128, 
+                                   k_player_skate_soundeffect_land_good,
+                                   localplayer.rb.co, 1.0f );
          }
       }
       else if( player_skate.surface == k_surface_prop_metal ){
-         audio_oneshot_3d( &audio_board[3], localplayer.rb.co, 40.0f, 1.0f );
+         player__networked_sfx( k_player_subsystem_skate, 128, 
+                                k_player_skate_soundeffect_grind_metal,
+                                localplayer.rb.co, 1.0f );
       }
       else{
-         audio_oneshot_3d( &audio_board[8], localplayer.rb.co, 40.0f, 1.0f );
+         player__networked_sfx( k_player_subsystem_skate, 128, 
+                                k_player_skate_soundeffect_grind_wood,
+                                localplayer.rb.co, 1.0f );
       }
-
-      audio_unlock();
    } else if( stick_frames == 0 ){
-      
+      /* TODO: EXIT SOUNDS */
+   }
+
+   if( (state->activity_prev < k_skate_activity_grind_any) && 
+       (state->activity >= k_skate_activity_grind_any) ){
+      state->velocity_limit = v3_length( localplayer.rb.v )*1.0f;
+      state->grind_y_start = localplayer.rb.co[1];
+   }
+
+   if( state->activity >= k_skate_activity_grind_any ){
+      f32 dy = localplayer.rb.co[1] - state->grind_y_start;
+      if( dy < 0.0f ){
+         state->velocity_limit += -dy*0.2f;
+      }
+      state->grind_y_start = localplayer.rb.co[1];
+
+
+      f32 speed_end = v3_length( localplayer.rb.v );
+      if( speed_end > state->velocity_limit ){
+         v3_muls( localplayer.rb.v, state->velocity_limit/speed_end, 
+                  localplayer.rb.v );
+      }
    }
 }
 
@@ -2667,7 +2677,9 @@ static void player__skate_animate(void){
                                  (1.0f-fabsf(animator->slide)*0.9f);
    animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
 
-   v3_muls( animator->offset, 0.3f, localplayer.cam_control.tpv_offset_extra );
+   v3f cam_offset;
+   v3_mul( animator->offset, (v3f){1.0f,0.3f,1.0f}, cam_offset );
+   v3_copy( cam_offset, localplayer.cam_control.tpv_offset_extra );
 
    /* localized vectors */
    m4x3_mulv( localplayer.rb.to_local, state->cog, animator->local_cog );
@@ -2724,6 +2736,7 @@ static void player__skate_animate(void){
 
    animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, 
                                 5.0f*vg.time_delta );
+   animator->activity = state->activity;
 
    /* pushing */
    animator->push_time = vg.time - state->start_push;
@@ -2880,11 +2893,11 @@ static void player__skate_animate(void){
    }
    else q_identity( animator->qfixuptotal );
    rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
+   v3_copy( localplayer.rb.v, animator->root_v );
 }
                         
 static void player__skate_pose( void *_animator, player_pose *pose ){
-   struct player_avatar *av = localplayer.playeravatar;
-   struct skeleton *sk = &av->sk;
+   struct skeleton *sk = &localplayer.skeleton;
    struct player_skate_animator *animator = _animator;
 
    pose->type = k_player_pose_type_ik;
@@ -2966,14 +2979,14 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
    skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly, 
                        pose->keyframes );
 
-   mdl_keyframe *kf_board    = &pose->keyframes[av->id_board-1],
-                *kf_foot_l   = &pose->keyframes[av->id_ik_foot_l-1],
-                *kf_foot_r   = &pose->keyframes[av->id_ik_foot_r-1],
-                *kf_knee_l   = &pose->keyframes[av->id_ik_knee_l-1],
-                *kf_knee_r   = &pose->keyframes[av->id_ik_knee_r-1],
-                *kf_hip      = &pose->keyframes[av->id_hip-1],
-                *kf_wheels[] = { &pose->keyframes[av->id_wheel_r-1],
-                                 &pose->keyframes[av->id_wheel_l-1] };
+   mdl_keyframe *kf_board    = &pose->keyframes[localplayer.id_board-1],
+                *kf_foot_l   = &pose->keyframes[localplayer.id_ik_foot_l-1],
+                *kf_foot_r   = &pose->keyframes[localplayer.id_ik_foot_r-1],
+                *kf_knee_l   = &pose->keyframes[localplayer.id_ik_knee_l-1],
+                *kf_knee_r   = &pose->keyframes[localplayer.id_ik_knee_r-1],
+                *kf_hip      = &pose->keyframes[localplayer.id_hip-1],
+                *kf_wheels[] = { &pose->keyframes[localplayer.id_wheel_r-1],
+                                 &pose->keyframes[localplayer.id_wheel_l-1] };
 
 
    mdl_keyframe grind_pose[32];
@@ -2989,11 +3002,11 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
    float add_grab_mod = 1.0f - animator->fly;
 
    /* additive effects */
-   u32 apply_to[] = { av->id_hip, 
-                      av->id_ik_hand_l,
-                      av->id_ik_hand_r,
-                      av->id_ik_elbow_l,
-                      av->id_ik_elbow_r };
+   u32 apply_to[] = { localplayer.id_hip, 
+                      localplayer.id_ik_hand_l,
+                      localplayer.id_ik_hand_r,
+                      localplayer.id_ik_elbow_l,
+                      localplayer.id_ik_elbow_r };
 
    float apply_rates[] = { 1.0f,
                            0.75f,
@@ -3008,11 +3021,11 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
 
    /* angle 'correction' */
    v3f origin;
-   v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+   v3_add( sk->bones[localplayer.id_hip].co, kf_hip->co, origin );
 
    for( int i=0; i<vg_list_size(apply_to); i ++ ){
       mdl_keyframe *kf = &pose->keyframes[apply_to[i]-1];
-      keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+      keyframe_rotate_around( kf, origin, sk->bones[apply_to[i]].co,
                               animator->qfixuptotal );
    }
 
@@ -3074,14 +3087,13 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
       q_normalize( kf_wheels[i]->q );
    }
 
-#if 0
    {
       mdl_keyframe
-         *kf_head    = &pose->keyframes[av->id_head-1],
-         *kf_elbow_l = &pose->keyframes[av->id_ik_elbow_l-1],
-         *kf_elbow_r = &pose->keyframes[av->id_ik_elbow_r-1],
-         *kf_hand_l  = &pose->keyframes[av->id_ik_hand_l-1],
-         *kf_hand_r  = &pose->keyframes[av->id_ik_hand_r-1];
+         *kf_head    = &pose->keyframes[localplayer.id_head-1],
+         *kf_elbow_l = &pose->keyframes[localplayer.id_ik_elbow_l-1],
+         *kf_elbow_r = &pose->keyframes[localplayer.id_ik_elbow_r-1],
+         *kf_hand_l  = &pose->keyframes[localplayer.id_ik_hand_l-1],
+         *kf_hand_r  = &pose->keyframes[localplayer.id_ik_hand_r-1];
 
       float warble = perlin1d( vg.time, 2.0f, 2, 300 );
             warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
@@ -3091,31 +3103,85 @@ static void player__skate_pose( void *_animator, player_pose *pose ){
 
       v3f origin = {0.0f,0.2f,0.0f};
       keyframe_rotate_around( kf_hand_l, origin, 
-                              av->sk.bones[av->id_ik_hand_l].co, qrot );
+                              sk->bones[localplayer.id_ik_hand_l].co, qrot );
       keyframe_rotate_around( kf_hand_r, origin, 
-                              av->sk.bones[av->id_ik_hand_r].co, qrot );
+                              sk->bones[localplayer.id_ik_hand_r].co, qrot );
       keyframe_rotate_around( kf_hip, origin, 
-                              av->sk.bones[av->id_hip].co, qrot );
+                              sk->bones[localplayer.id_hip].co, qrot );
       keyframe_rotate_around( kf_elbow_r, origin, 
-                              av->sk.bones[av->id_ik_elbow_r].co, qrot );
+                              sk->bones[localplayer.id_ik_elbow_r].co, qrot );
       keyframe_rotate_around( kf_elbow_l, origin, 
-                              av->sk.bones[av->id_ik_elbow_l].co, qrot );
+                              sk->bones[localplayer.id_ik_elbow_l].co, qrot );
 
       q_inv( qrot, qrot );
       q_mul( qrot, kf_head->q, kf_head->q );
       q_normalize( kf_head->q );
    }
-#endif
+}
+
+static void player__skate_effects( void *_animator, m4x3f *final_mtx,
+                                   struct player_board *board,
+                                   struct player_effects_data *effect_data ){
+
+   struct skeleton *sk = &localplayer.skeleton;
+   struct player_skate_animator *animator = _animator;
+
+   if( animator->grind > 0.5f ){
+      v3f vp0, vp1, vpc;
+      if( board ){
+         v3_copy((v3f){0.0f,0.02f, board->truck_positions[0][2]}, vp1 );
+         v3_copy((v3f){0.0f,0.02f, board->truck_positions[1][2]}, vp0 );
+      }
+      else{
+         v3_zero( vp0 );
+         v3_zero( vp1 );
+      }
+
+      v3f *board_mtx = final_mtx[ localplayer.id_board ];
+      m4x3_mulv( board_mtx, vp0, vp0 );
+      m4x3_mulv( board_mtx, vp1, vp1 );
+      v3_add( vp0, vp1, vpc );
+      v3_muls( vpc, 0.5f, vpc );
+
+      int back = 0, front = 0, mid = 0;
+
+      if( animator->activity == k_skate_activity_grind_5050 ){
+         back = 1;
+         front = 1;
+      }
+      else if( animator->activity == k_skate_activity_grind_back50 ){
+         back = 1;
+      }
+      else if( animator->activity == k_skate_activity_grind_front50 ){
+         front = 1;
+      }
+      else if( animator->activity == k_skate_activity_grind_boardslide ){
+         mid = 1;
+      }
+
+      if( back ){
+         effect_spark_apply( &effect_data->spark, vp0,
+                              animator->root_v, vg.time_delta );
+      }
+
+      if( front ){
+         effect_spark_apply( &effect_data->spark, vp1,
+                              animator->root_v, vg.time_delta );
+      }
+
+      if( mid ){
+         effect_spark_apply( &effect_data->spark, vpc,
+                              animator->root_v, vg.time_delta );
+      }
+   }
 }
 
 static void player__skate_post_animate(void){
-   struct player_avatar *av = localplayer.playeravatar;
    struct player_skate_state *state = &player_skate.state;
-
    localplayer.cam_velocity_influence = 1.0f;
 
    v3f head = { 0.0f, 1.8f, 0.0f };
-   m4x3_mulv( localplayer.final_mtx[ av->id_head ], 
+   m4x3_mulv( localplayer.final_mtx[ localplayer.id_head ], 
               head, state->head_position );
    m4x3_mulv( localplayer.rb.to_local, 
               state->head_position, state->head_position );
@@ -3169,19 +3235,82 @@ static void player__skate_clear_mechanics(void){
    v3_zero( player_skate.weight_distribution );
 }
 
-static void player__skate_reset( ent_spawn *rp ){
-   struct player_skate_state *state = &player_skate.state;
-   v3_zero( localplayer.rb.v );
-   v4_copy( rp->transform.q, localplayer.rb.q );
+#include "network_compression.h"
 
-   state->activity = k_skate_activity_air;
-   state->activity_prev = k_skate_activity_air;
+static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data ){
+   struct player_skate_animator *animator = data;
+   
+   bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
+   bitpack_qquat( ctx, animator->root_q );
+
+   bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->offset );
+   bitpack_qv3f( ctx, 8, -1.0f, 1.0f, animator->local_cog );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->slide );
+   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->z );
+   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->x );
+
+   /* these could likely be pressed down into single bits if needed */
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->fly );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->grind );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->stand );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->push );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->jump );        /*??*/
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->jump_charge ); /*??*/
+
+   /* just the sign bit? */
+   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->reverse );
+   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->delayed_slip_dir );
+   bitpack_bytes( ctx, 1, &animator->jump_dir );
+   bitpack_bytes( ctx, 1, &animator->trick_type );
+
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->grind_balance );
+   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->airdir );
+   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->weight );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->trick_foot );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->slap );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->subslap );
+   bitpack_qf32( ctx, 8,  0.0f, 1.0f, &animator->grabbing );
+
+   /* animator->wobble is ommited */
+
+   bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->foot_offset );
+   bitpack_qquat( ctx, animator->qfixuptotal );
+   bitpack_qquat( ctx, animator->qflip );
+
+   bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->board_euler );
+   bitpack_qf32( ctx, 8, -1.0f, 1.0f, &animator->board_lean );
+   bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->steer );
+   bitpack_qv2f( ctx, 8, -1.0f, 1.0f, animator->grab );
+
+   bitpack_qf32( ctx, 16,  0.0f, 120.0f, &animator->push_time );
+   bitpack_qf32( ctx, 16,  0.0f, 120.0f, &animator->jump_time );
+   bitpack_qv3f( ctx, 16, -100.0f, 100.0f, animator->root_v );
+   bitpack_bytes( ctx, 1, &animator->activity );
+}
 
-   player__skate_clear_mechanics();
-   player__skate_reset_animator();
+static void player__skate_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+   audio_lock();
 
-   v3_zero( state->head_position );
-   state->head_position[1] = 1.8f;
+   if( id == k_player_skate_soundeffect_jump ){
+      audio_oneshot_3d( &audio_jumps[vg_randu32()%2], pos, 40.0f, volume );
+   }
+   else if( id == k_player_skate_soundeffect_tap ){
+      audio_oneshot_3d( &audio_taps[vg_randu32()%4], pos, 40.0f, volume );
+   }
+   else if( id == k_player_skate_soundeffect_land_good ){
+      audio_oneshot_3d( &audio_lands[vg_randu32()%3], pos, 40.0f, volume );
+   }
+   else if( id == k_player_skate_soundeffect_land_bad ){
+      audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], pos, 40.0f, volume );
+   }
+   else if( id == k_player_skate_soundeffect_grind_metal ){
+      audio_oneshot_3d( &audio_board[3], pos, 40.0f, volume );
+   }
+   else if( id == k_player_skate_soundeffect_grind_wood ){
+      audio_oneshot_3d( &audio_board[8], pos, 40.0f, volume );
+   }
+
+   audio_unlock();
 }
 
 #endif /* PLAYER_SKATE_C */