basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index d1be6b8b82c84adf3d7978e176b138e4afec7117..1ef19a1b6af6d67bdbddc6ebcc634f118d683803 100644 (file)
@@ -5,6 +5,8 @@
 #include "audio.h"
 #include "vg/vg_perlin.h"
 #include "menu.h"
+#include "ent_skateshop.h"
+#include "addon.h"
 
 VG_STATIC void player__skate_bind( player_instance *player )
 {
@@ -54,7 +56,7 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
                                     m4x3f mtx, rb_sphere *sphere,
                                     rb_ct *man )
 {
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
 
    int len = 0;
    len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
@@ -91,7 +93,7 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
                                   v3f pos, v3f dir, float r,
                                   struct grind_info *inf )
 {
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
 
    v4f plane;
    v3_copy( dir, plane );
@@ -101,13 +103,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
    boxf box;
    v3_add( pos, (v3f){ r, r, r }, box[1] );
    v3_sub( pos, (v3f){ r, r, r }, box[0] );
-   
-   bh_iter it;
-   bh_iter_init( 0, &it );
-   int idx;
 
-   struct grind_sample
-   {
+   struct grind_sample{
       v2f co;
       v2f normal;
       v3f normal3,
@@ -123,7 +120,11 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
    v3_cross( plane, player->basis[1], support_axis );
    v3_normalize( support_axis );
    
-   while( bh_next( world->geo_bh, &it, box, &idx ) ){
+   bh_iter it;
+   bh_iter_init_box( 0, &it, box );
+   i32 idx;
+   
+   while( bh_next( world->geo_bh, &it, &idx ) ){
       u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
       v3f tri[3];
 
@@ -233,10 +234,8 @@ too_many_samples:
          float yi = v3_dot( player->basis[1], si->normal3 ),
                yj = v3_dot( player->basis[1], sj->normal3 );
 
-         if( yi > yj )
-            v3_add( si->normal3, average_normal, average_normal );
-         else
-            v3_add( sj->normal3, average_normal, average_normal );
+         if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+         else          v3_add( sj->normal3, average_normal, average_normal );
 
          passed_samples ++;
       }
@@ -263,7 +262,7 @@ too_many_samples:
    v3_copy( average_normal, inf->n );
    v3_copy( average_direction, inf->dir );
 
-   vg_line_pt3( inf->co, 0.02f, VG__GREEN );
+   vg_line_point( inf->co, 0.02f, VG__GREEN );
    vg_line_arrow( inf->co, average_direction, 0.3f, VG__GREEN );
    vg_line_arrow( inf->co, inf->n, 0.2f, VG__CYAN );
 
@@ -347,7 +346,7 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
 {
-   world_instance *world0 = get_active_world();
+   world_instance *world0 = world_current_instance();
 
    struct player_skate *s = &player->_skate;
    float k_trace_delta = k_rb_delta * 10.0f;
@@ -477,7 +476,7 @@ void player__approximate_best_trajectory( player_instance *player )
                float a = v2_dot( v0, v1 );
 
                float a_min = cosf( VG_PIf * 0.185f );
-               if( s->grind_cooldown )
+               if( s->state.grind_cooldown )
                   a_min = cosf( VG_PIf * 0.05f );
 
                /* check speed */
@@ -501,7 +500,7 @@ void player__approximate_best_trajectory( player_instance *player )
                m3x3_mul( gate->transport, basis, basis );
 
                if( gate->type == k_gate_type_nonlocel ){
-                  trace_world = &world_global.worlds[ gate->target ];
+                  trace_world = &world_static.worlds[ gate->target ];
                }
             }
          }
@@ -715,7 +714,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
    q_mul( correction, player->rb.q, player->rb.q );
 }
 
-VG_STATIC int player_skate_trick_input( player_instance *player );
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player );
 VG_STATIC void skate_apply_trick_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
@@ -723,15 +722,15 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
    v3f Fd, Fs, F;
    v3f strength = { 3.7f, 3.6f, 8.0f };
 
-   v3_muls( s->board_trick_residualv, -4.0f , Fd );
-   v3_muls( s->board_trick_residuald, -10.0f, Fs );
+   v3_muls( s->state.board_trick_residualv, -4.0f , Fd );
+   v3_muls( s->state.board_trick_residuald, -10.0f, Fs );
    v3_add( Fd, Fs, F );
    v3_mul( strength, F, F );
 
-   v3_muladds( s->board_trick_residualv, F, k_rb_delta, 
-               s->board_trick_residualv );
-   v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
-               k_rb_delta, s->board_trick_residuald );
+   v3_muladds( s->state.board_trick_residualv, F, k_rb_delta, 
+               s->state.board_trick_residualv );
+   v3_muladds( s->state.board_trick_residuald, s->state.board_trick_residualv,
+               k_rb_delta, s->state.board_trick_residuald );
 
    if( s->state.activity <= k_skate_activity_air_to_grind ){
       if( v3_length2( s->state.trick_vel ) < 0.0001f )
@@ -764,7 +763,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
          s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
          s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
          s->state.trick_euler[2] = roundf( s->state.trick_euler[2] );
-         v3_copy( s->state.trick_vel, s->board_trick_residualv );
+         v3_copy( s->state.trick_vel, s->state.board_trick_residualv );
          v3_zero( s->state.trick_vel );
       }
 
@@ -852,6 +851,10 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
          rate = 35.0f;
          top  = 1.5f;
       }
+      
+      if( grab < 0.5f ){
+         top *= 1.0f+v3_length( s->state.throw_v )*k_mmthrow_steer;
+      }
    }
 
    float current  = v3_dot( player->rb.to_world[1], player->rb.w ),
@@ -958,7 +961,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          v3_normalize( jumpdir );
       }else{
          v3_copy( s->state.up_dir, jumpdir );
-         s->grind_cooldown = 30;
+         s->state.grind_cooldown = 30;
          s->state.activity = k_skate_activity_ground;
 
          v2f steer;
@@ -971,7 +974,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          q_axis_angle( qtilt, s->grind_dir, tilt );
          q_mulv( qtilt, jumpdir, jumpdir );
       }
-      s->surface_cooldown = 10;
+      s->state.surface_cooldown = 10;
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
@@ -979,7 +982,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
       s->state.jump_time = vg.time;
 
       audio_lock();
-      audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
+      audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f);
       audio_unlock();
    }
 }
@@ -1105,7 +1108,7 @@ VG_STATIC void skate_copy_holdout( player_instance *player )
    skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
 }
 
-VG_STATIC int player_skate_trick_input( player_instance *player )
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player )
 {
    return (button_press( k_srbind_trick0 )     ) |
           (button_press( k_srbind_trick1 ) << 1) |
@@ -1131,24 +1134,25 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       return;
    }
 
-   int trick_id; 
+   enum trick_type trick = k_trick_type_none;
    if( (s->state.activity <= k_skate_activity_air_to_grind) && 
-       (trick_id = player_skate_trick_input( player )) )
+       (trick = player_skate_trick_input( player )) )
    {
       if( (vg.time - s->state.jump_time) < 0.1f ){
          v3_zero( s->state.trick_vel );
          s->state.trick_time = 0.0f;
 
-         if( trick_id == 1 ){
+         if( trick == k_trick_type_kickflip ){
             s->state.trick_vel[0] = 3.0f;
          }
-         else if( trick_id == 2 ){
+         else if( trick == k_trick_type_shuvit ){
             s->state.trick_vel[2] = 3.0f;
          }
-         else if( trick_id == 3 ){
+         else if( trick == k_trick_type_treflip ){
             s->state.trick_vel[0] = 2.0f;
             s->state.trick_vel[2] = 2.0f;
          }
+         s->state.trick_type = trick;
       }
    }
 }
@@ -1177,7 +1181,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       v3_add( jump->log[jump->log_length-1], jump->n, p1 );
       vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
 
-      vg_line_pt3( jump->apex, 0.02f, 0xffffffff );
+      vg_line_point( jump->apex, 0.02f, 0xffffffff );
    }
 
    audio_lock();
@@ -1191,13 +1195,10 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       slide = 0.0f;
    }
 
-   static float menu_gate = 1.0f;
-   menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
-
-   float
-         vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
-         vol_air     = sqrtf(       air *attn * 0.5f )              * menu_gate,
-         vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f )       * menu_gate;
+   f32 gate        = skaterift.time_rate,
+       vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
+       vol_air     = sqrtf(       air *attn * 0.5f )              * gate,
+       vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f )       * gate;
 
    const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
 
@@ -1322,7 +1323,7 @@ int skate_compute_surface_alignment( player_instance *player,
                                      v3f surface_normal, v3f axel_dir )
 {
    struct player_skate *s = &player->_skate;
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
 
    v3f truck, left, right;
    m4x3_mulv( player->rb.to_world, ra, truck );
@@ -1535,7 +1536,7 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target )
    v3_muls( dir, 1.0f/ray.dist, dir );
    ray.dist -= 0.025f;
 
-   if( ray_world( get_active_world(), origin, dir, &ray ) )
+   if( ray_world( world_current_instance(), origin, dir, &ray ) )
       return 0;
 
    return 1;
@@ -1668,6 +1669,10 @@ VG_STATIC void skate_5050_apply( player_instance *player,
    v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
    v3_normalize( inf_avg.dir );
 
+   /* dont ask */
+   v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)), 
+            inf_avg.dir );
+
    v3f axis_front, axis_back, axis;
    v3_cross( inf_front->dir, inf_front->n, axis_front );
    v3_cross( inf_back->dir,  inf_back->n,  axis_back  );
@@ -1696,6 +1701,8 @@ VG_STATIC void skate_5050_apply( player_instance *player,
                                     k_grind_spring, 
                                     k_grind_dampener,
                                     k_rb_delta );
+   vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+   vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
 
    v3f fwd_nplane, dir_nplane;
    v3_muladds( player->rb.to_world[2], inf_avg.n,
@@ -1712,6 +1719,8 @@ VG_STATIC void skate_5050_apply( player_instance *player,
                                     1000.0f,
                                     k_grind_dampener,
                                     k_rb_delta );
+   vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+   vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
 
    v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
        pos_back  = { 0.0f, -k_board_radius,  1.0f * k_board_length },
@@ -1953,13 +1962,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->grind_cooldown > 100 ){
+   if( s->state.grind_cooldown > 100 ){
       vg_fatal_error( "wth!\n" );
    }
 
    /* debounces this state manager a little bit */
-   if( s->grind_cooldown ){
-      s->grind_cooldown --;
+   if( s->state.grind_cooldown ){
+      s->state.grind_cooldown --;
       return k_skate_activity_undefined;
    }
 
@@ -2049,8 +2058,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 
    if(      new_activity == k_skate_activity_undefined ){
       if( s->state.activity >= k_skate_activity_grind_any ){
-         s->grind_cooldown = 15;
-         s->surface_cooldown = 10;
+         s->state.grind_cooldown = 15;
+         s->state.surface_cooldown = 10;
       }
    }
    else if( new_activity == k_skate_activity_grind_boardslide ){
@@ -2077,10 +2086,21 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 VG_STATIC void player__skate_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
+
+   if( world->water.enabled ){
+      if( player->rb.co[1]+0.25f < world->water.height ){
+         audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f );
+         player__skate_kill_audio( player );
+         player__dead_transition( player );
+         return;
+      }
+   }
 
    v3_copy( player->rb.co, s->state.prev_pos );
    s->state.activity_prev = s->state.activity;
+   v3f normal_total;
+   v3_zero( normal_total );
 
    struct board_collider
    {
@@ -2114,7 +2134,6 @@ VG_STATIC void player__skate_update( player_instance *player )
    float slap = 0.0f;
 
    if( s->state.activity <= k_skate_activity_air_to_grind ){
-
       float min_dist = 0.6f;
       for( int i=0; i<2; i++ ){
          v3f wpos, closest;
@@ -2136,9 +2155,6 @@ VG_STATIC void player__skate_update( player_instance *player )
    wheels[1].pos[1] = s->state.slap;
 
 
-
-
-
    const int k_wheel_count = 2;
 
    s->substep = k_rb_delta;
@@ -2187,8 +2203,8 @@ VG_STATIC void player__skate_update( player_instance *player )
       m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
-   if( s->surface_cooldown ){
-      s->surface_cooldown --;
+   if( s->state.surface_cooldown ){
+      s->state.surface_cooldown --;
       contact_count = 0;
    }
 
@@ -2198,7 +2214,7 @@ VG_STATIC void player__skate_update( player_instance *player )
          if( !prev_contacts[i] ){
             v3f co;
             m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
-            audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+            audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
          }
       }
       audio_unlock();
@@ -2332,8 +2348,7 @@ begin_collision:;
    s->substep -= s->substep_delta;
 
    rb_ct manifold[128];
-   int manifold_len   = 0;
-
+   int manifold_len = 0;
    /*
     * Phase -1: head detection
     * --------------------------------------------------------------------------
@@ -2401,7 +2416,7 @@ begin_collision:;
    manifold_len += l;
 
    if( vg_lines.draw )
-      debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+      vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
 
    /* add limits */
    if( s->state.activity >= k_skate_activity_grind_any ){
@@ -2423,7 +2438,7 @@ begin_collision:;
 
    v3f world_cog;
    m4x3_mulv( player->rb.to_world, s->weight_distribution, world_cog );
-   vg_line_pt3( world_cog, 0.02f, VG__BLACK );
+   vg_line_point( world_cog, 0.02f, VG__BLACK );
 
    for( int i=0; i<manifold_len; i ++ ){
       rb_prepare_contact( &manifold[i], s->substep_delta );
@@ -2485,6 +2500,7 @@ begin_collision:;
          v3f impulse;
          v3_muls( ct->n, lambda, impulse );
 
+         v3_muladds( normal_total, impulse, inv_mass, normal_total );
          v3_muladds( player->rb.v, impulse, inv_mass, player->rb.v );
          v3_cross( delta, impulse, impulse );
          m3x3_mulv( iIw, impulse, impulse );
@@ -2511,6 +2527,24 @@ begin_collision:;
     * --------------------------------------------------------------------------
     */
 
+   f32 nforce = v3_length(normal_total);
+   if( nforce > 4.0f ){
+      if( nforce > 17.6f ){
+         v3_muladds( player->rb.v, normal_total, -1.0f, player->rb.v );
+         player__dead_transition(player);
+         player__skate_kill_audio(player);
+         return;
+      }
+
+      f32 amt = k_cam_punch;
+      if( player->cam_control.camera_mode == k_cam_firstperson ){
+         amt *= 0.25f;
+      }
+
+      v3_muladds( player->cam_land_punch_v, normal_total, amt,
+                  player->cam_land_punch_v );
+   }
+
    s->surface = k_surface_prop_concrete;
 
    for( int i=0; i<manifold_len; i++ ){
@@ -2525,13 +2559,13 @@ begin_collision:;
       m4x3f mtx;
       m3x3_copy( player->rb.to_world, mtx );
       m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
-      debug_sphere( mtx, wheels[i].radius,
-                   (u32[]){ VG__WHITE, VG__BLACK, 
+      vg_line_sphere( mtx, wheels[i].radius,
+                      (u32[]){ VG__WHITE, VG__BLACK, 
                             wheels[i].colour }[ wheels[i].state ]);
    }
 
    skate_integrate( player );
-   vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
+   vg_line_point( s->state.cog, 0.02f, VG__WHITE );
 
    ent_gate *gate = 
       world_intersect_gates(world, player->rb.co, s->state.prev_pos );
@@ -2552,8 +2586,6 @@ begin_collision:;
       q_mul( transport_rotation, s->state.smoothed_rotation,
                                  s->state.smoothed_rotation );
       rb_update_transform( &player->rb );
-
-      s->state_gate_storage = s->state;
       player__pass_gate( player, gate );
    }
 
@@ -2572,11 +2604,11 @@ begin_collision:;
 
       if( s->state.activity == k_skate_activity_ground ){
          if( (fabsf(s->state.slip) > 0.75f) ){
-            audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, 
+            audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co, 
                               40.0f, 1.0f );
          }
          else{
-            audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, 
+            audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co, 
                               40.0f, 1.0f );
          }
       }
@@ -2593,8 +2625,7 @@ begin_collision:;
    }
 }
 
-VG_STATIC void player__skate_im_gui( player_instance *player )
-{
+VG_STATIC void player__skate_im_gui( player_instance *player ){
    struct player_skate *s = &player->_skate;
    player__debugtext( 1, "V:  %5.2f %5.2f %5.2f",player->rb.v[0],
                                                 player->rb.v[1],
@@ -2642,6 +2673,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
                                       player_animation *dest )
 {
    struct player_skate *s = &player->_skate;
+   struct player_skate_state *state = &player->_skate.state;
    struct player_avatar *av = player->playeravatar;
    struct skeleton *sk = &av->sk;
 
@@ -2667,22 +2699,25 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
    float curspeed  = v3_length( player->rb.v ),
          kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
-         kicks     = (vg_randf()-0.5f)*2.0f*kickspeed,
+         kicks     = (vg_randf64()-0.5f)*2.0f*kickspeed,
          sign      = vg_signf( kicks );
 
-   s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
-   s->wobble[1] = vg_lerpf( s->wobble[1], s->wobble[0],     2.4f*vg.time_delta);
+   state->wobble[0] = vg_lerpf( state->wobble[0], kicks*kicks*sign, 
+                                6.0f*vg.time_delta);
+   state->wobble[1] = vg_lerpf( state->wobble[1], state->wobble[0],
+                                2.4f*vg.time_delta);
 
    offset[0] *= 0.26f;
-   offset[0] += s->wobble[1]*3.0f;
+   offset[0] += state->wobble[1]*3.0f;
 
    offset[1] *= -0.3f;
    offset[2] *= 0.01f;
 
-   offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
+   offset[0]=vg_clampf(offset[0],-0.8f,0.8f)
+                  *(1.0f-fabsf(state->blend_slide)*0.9f);
    offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
 
-   v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+   v3_muls( offset, 0.3f, player->cam_control.tpv_offset_extra );
 
    /* 
     * Animation blending
@@ -2695,7 +2730,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
       if( s->state.activity == k_skate_activity_ground )
          desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
 
-      s->blend_slide = vg_lerpf( s->blend_slide, desired, 2.4f*vg.time_delta);
+      state->blend_slide = 
+         vg_lerpf( state->blend_slide, desired, 2.4f*vg.time_delta);
    }
    
    /* movement information */
@@ -2710,10 +2746,14 @@ VG_STATIC void player__skate_animate( player_instance *player,
       if( s->state.activity >= k_skate_activity_grind_any )
          wdist = 0.0f;
 
-      s->blend_z     = vg_lerpf( s->blend_z,      dirz,  2.4f*vg.time_delta );
-      s->blend_x     = vg_lerpf( s->blend_x,      dirx,  0.6f*vg.time_delta );
-      s->blend_fly   = vg_lerpf( s->blend_fly,    fly,   3.4f*vg.time_delta );
-      s->blend_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
+      state->blend_z = 
+         vg_lerpf( state->blend_z,      dirz,  2.4f*vg.time_delta );
+      state->blend_x = 
+         vg_lerpf( state->blend_x,      dirx,  0.6f*vg.time_delta );
+      state->blend_fly = 
+         vg_lerpf( state->blend_fly,    fly,   3.4f*vg.time_delta );
+      state->blend_weight = 
+         vg_lerpf( state->blend_weight, wdist, 9.0f*vg.time_delta );
    }
 
    mdl_keyframe apose[32], bpose[32];
@@ -2721,15 +2761,36 @@ VG_STATIC void player__skate_animate( player_instance *player,
    {
       /* when the player is moving fast he will crouch down a little bit */
       float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
-      s->blend_stand = vg_lerpf( s->blend_stand, stand, 6.0f*vg.time_delta );
+      state->blend_stand = 
+         vg_lerpf( state->blend_stand, stand, 6.0f*vg.time_delta );
 
       /* stand/crouch */
-      float dir_frame   = s->blend_z * (15.0f/30.0f),
+      float dir_frame   = state->blend_z * (15.0f/30.0f),
             stand_blend = offset[1]*-2.0f;
 
+      v2f steer;
+      joystick_state( k_srjoystick_steer, steer );
+      f32 lean1,
+          lean2 = steer[0] * s->state.reverse * -0.36f,
+          lean;
+
+      if( fabsf(s->state.slip) > 0.3f ){
+         f32 slide_dir = vg_signf(v3_dot(player->rb.v,player->rb.to_world[0]));
+         s->state.delayed_slip_dir = slide_dir;
+      }
+      lean1 = state->blend_slide * s->state.delayed_slip_dir;
+
+      if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
+      else                            lean = lean2;
+
+      if( ((int)roundf(s->state.trick_euler[0])) % 2 ) lean = -lean;
+      lean = vg_clampf( lean, -1.0f, 1.0f );
+
+      player->board_pose.lean = vg_lerpf( player->board_pose.lean, lean,
+                                          vg.time_delta * 18.0f );
+
       v3f local_cog;
       m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
-
       stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
 
       skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
@@ -2737,13 +2798,13 @@ VG_STATIC void player__skate_animate( player_instance *player,
       skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
 
       /* sliding */
-      float slide_frame = s->blend_x * (15.0f/30.0f);
+      float slide_frame = state->blend_x * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_slide, slide_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_slide, apose );
+      skeleton_lerp_pose( sk, apose, bpose, state->blend_slide, apose );
 
       /* pushing */
       double push_time = vg.time - s->state.start_push;
-      s->blend_push = vg_lerpf( s->blend_push,
+      state->blend_push = vg_lerpf( state->blend_push,
                                (vg.time - s->state.cur_push) < 0.125,
                                6.0f*vg.time_delta );
 
@@ -2752,16 +2813,17 @@ VG_STATIC void player__skate_animate( player_instance *player,
       else
          skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
 
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+      skeleton_lerp_pose( sk, apose, bpose, state->blend_push, apose );
 
       /* trick setup */
       float jump_start_frame = 14.0f/30.0f;
 
       float charge = s->state.jump_charge;
-      s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+      state->blend_jump = 
+         vg_lerpf( state->blend_jump, charge, 8.4f*vg.time_delta );
 
       float setup_frame = charge * jump_start_frame,
-            setup_blend = vg_minf( s->blend_jump, 1.0f );
+            setup_blend = vg_minf( state->blend_jump, 1.0f );
       
       float jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
       if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
@@ -2782,9 +2844,10 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       float target = -steer[1];
 
-      s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+      state->blend_airdir = 
+         vg_lerpf( state->blend_airdir, target, 2.4f*vg.time_delta );
       
-      float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
+      float air_frame = (state->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
 
       static v2f grab_choice;
@@ -2807,7 +2870,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
       skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
    }
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+   skeleton_lerp_pose( sk, ground_pose, air_pose, 
+                        state->blend_fly, dest->pose );
 
 
    mdl_keyframe *kf_board    = &dest->pose[av->id_board-1],
@@ -2831,19 +2895,22 @@ VG_STATIC void player__skate_animate( player_instance *player,
       }
 
       float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
-      s->blend_grind = vg_lerpf( s->blend_grind,  grind, 5.0f*vg.time_delta );
-      s->blend_grind_balance=vg_lerpf( s->blend_grind_balance, 
-                                       grind_frame, 5.0f*vg.time_delta );
+      state->blend_grind = 
+         vg_lerpf( state->blend_grind,  grind, 5.0f*vg.time_delta );
+      state->blend_grind_balance =
+         vg_lerpf( state->blend_grind_balance, 
+                   grind_frame, 5.0f*vg.time_delta );
 
-      grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+      grind_frame = state->blend_grind_balance * (15.0f/30.0f);
 
       skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
       skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+      skeleton_lerp_pose( sk, apose, bpose, state->blend_jump, grind_pose );
    }
-   skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+   skeleton_lerp_pose( sk, dest->pose, grind_pose, 
+                       state->blend_grind, dest->pose );
 
-   float add_grab_mod = 1.0f - s->blend_fly;
+   float add_grab_mod = 1.0f - state->blend_fly;
 
    /* additive effects */
    {
@@ -2887,7 +2954,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
          float yaw_counter_rotate  = v3_dot(yaw_ref,yaw_smooth);
                yaw_counter_rotate  = vg_clampf(yaw_counter_rotate,-1.0f,1.0f);
                yaw_counter_rotate  = acosf( yaw_counter_rotate );
-               yaw_counter_rotate *= 1.0f-s->blend_fly;
+               yaw_counter_rotate *= 1.0f-state->blend_fly;
 
          v3f ndir;
          m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
@@ -2932,7 +2999,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v4f qtrickr, qyawr, qpitchr, qrollr;
       v3f eulerr;
 
-      v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+      v3_muls( state->board_trick_residuald, VG_TAUf, eulerr );
 
       q_axis_angle( qyawr,   (v3f){0.0f,1.0f,0.0f}, eulerr[0] * 0.5f );
       q_axis_angle( qpitchr, (v3f){1.0f,0.0f,0.0f}, eulerr[1] );
@@ -2944,7 +3011,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       q_mul( qtotal, kf_board->q, kf_board->q );
 
-
       /* trick rotation */
       v4f qtrick, qyaw, qpitch, qroll;
       v3f euler;
@@ -2966,34 +3032,55 @@ VG_STATIC void player__skate_animate( player_instance *player,
       q_mul( kf_board->q, qtrick, kf_board->q );
       q_normalize( kf_board->q );
 
-      struct player_board *board = player->board;
+      struct player_board *board = 
+         addon_cache_item_if_loaded( k_addon_type_board,
+                                     player->board_view_slot );
       
       if( board ){
          /* foot weight distribution */
-         if( s->blend_weight > 0.0f ){
+         if( state->blend_weight > 0.0f ){
             kf_foot_l->co[2] = 
                vg_lerpf( kf_foot_l->co[2], 
                          board->truck_positions[k_board_truck_back][2]+0.3f, 
-                         0.5f*s->blend_weight );
+                         0.5f*state->blend_weight );
          }
          else{
             kf_foot_r->co[2] = 
                vg_lerpf( kf_foot_r->co[2], 
                          board->truck_positions[k_board_truck_front][2]-0.3f, 
-                         -0.5f*s->blend_weight );
+                         -0.5f*state->blend_weight );
          }
       }
 
       float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
-      s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+      state->subslap = vg_lerpf( state->subslap, slapm, vg.time_delta*10.0f );
 
       kf_foot_l->co[1] += s->state.slap;
       kf_foot_r->co[1] += s->state.slap;
       kf_knee_l->co[1] += s->state.slap;
       kf_knee_r->co[1] += s->state.slap;
-      kf_board->co[1] += s->state.slap * s->subslap;
+      kf_board->co[1] += s->state.slap * state->subslap;
       kf_hip->co[1] += s->state.slap * 0.25f;
 
+
+      f32 l = ((s->state.activity < k_skate_activity_ground) &&
+                v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
+      state->blend_trick_foot = vg_lerpf( state->blend_trick_foot, l,  
+                                          8.4f*vg.time_delta );
+
+      if( s->state.trick_type == k_trick_type_kickflip ){
+         kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
+      }
+      else if( s->state.trick_type == k_trick_type_shuvit ){
+         kf_foot_l->co[0] += state->blend_trick_foot * 0.1f;
+         kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
+      }
+      else if( s->state.trick_type == k_trick_type_treflip ){
+         kf_foot_l->co[0] += state->blend_trick_foot * 0.2f;
+         kf_foot_r->co[0] -= state->blend_trick_foot * 0.15f;
+      }
+
+
       /* 
        * animation wishlist:
        *    boardslide/grind jump animations
@@ -3002,8 +3089,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
        */
 
       /* truck rotation */
-      for( int i=0; i<2; i++ )
-      {
+      for( int i=0; i<2; i++ ){
          float a = vg_minf( s->truckv0[i][0], 1.0f );
          a = -acosf( a ) * vg_signf( s->truckv0[i][1] );
 
@@ -3023,7 +3109,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
                 *kf_hand_r  = &dest->pose[av->id_ik_hand_r-1];
 
       float warble = perlin1d( vg.time, 2.0f, 2, 300 );
-            warble *= vg_maxf(s->blend_grind,fabsf(s->blend_weight)) * 0.3f;
+            warble *= vg_maxf(state->blend_grind,
+                              fabsf(state->blend_weight)) * 0.3f;
 
       v4f qrot;
       q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
@@ -3096,34 +3183,32 @@ VG_STATIC void player__skate_post_animate( player_instance *player )
    m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
    m4x3_mulv( player->rb.to_local, s->state.head_position, 
                                    s->state.head_position );
-
-   /* TODO: Extrapolate to_local matrix? */
 }
 
-VG_STATIC void player__skate_reset_animator( player_instance *player )
-{
+VG_STATIC void player__skate_reset_animator( player_instance *player ){
    struct player_skate *s = &player->_skate;
+   struct player_skate_state *state = &s->state;
 
    if( s->state.activity <= k_skate_activity_air_to_grind )
-      s->blend_fly = 1.0f;
+      state->blend_fly = 1.0f;
    else
-      s->blend_fly = 0.0f;
-
-   s->blend_slide = 0.0f;
-   s->blend_z = 0.0f;
-   s->blend_x = 0.0f;
-   s->blend_grind = 0.0f;
-   s->blend_grind_balance = 0.0f;
-   s->blend_stand = 0.0f;
-   s->blend_push = 0.0f;
-   s->blend_jump = 0.0f;
-   s->blend_airdir = 0.0f;
-   s->blend_weight = 0.0f;
-   s->subslap = 0.0f;
-   v2_zero( s->wobble );
-
-   v3_zero( s->board_trick_residuald );
-   v3_zero( s->board_trick_residualv );
+      state->blend_fly = 0.0f;
+
+   state->blend_slide = 0.0f;
+   state->blend_z = 0.0f;
+   state->blend_x = 0.0f;
+   state->blend_grind = 0.0f;
+   state->blend_grind_balance = 0.0f;
+   state->blend_stand = 0.0f;
+   state->blend_push = 0.0f;
+   state->blend_jump = 0.0f;
+   state->blend_airdir = 0.0f;
+   state->blend_weight = 0.0f;
+   state->subslap = 0.0f;
+   v2_zero( state->wobble );
+
+   v3_zero( state->board_trick_residuald );
+   v3_zero( state->board_trick_residualv );
    v3_zero( s->truckv0[0] );
    v3_zero( s->truckv0[1] );
 }
@@ -3157,8 +3242,8 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player )
    v3_zero( s->state.trick_vel );
    v3_zero( s->state.trick_euler );
    v3_zero( s->state.cog_v );
-   s->grind_cooldown = 0;
-   s->surface_cooldown = 0;
+   s->state.grind_cooldown = 0;
+   s->state.surface_cooldown = 0;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_copy( player->rb.to_world[1], s->state.up_dir );
    v3_copy( player->rb.to_world[1], s->surface_picture );
@@ -3183,10 +3268,4 @@ VG_STATIC void player__skate_reset( player_instance *player,
    s->state.head_position[1] = 1.8f;
 }
 
-VG_STATIC void player__skate_restore( player_instance *player )
-{
-   struct player_skate *s = &player->_skate;
-   s->state = s->state_gate_storage;
-}
-
 #endif /* PLAYER_SKATE_C */