dont remember
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 25f87248e2deb57ae0740f1775e11aefdfd8cac0..3a78f4f9b3fed274b95417904edb590a05bba123 100644 (file)
@@ -321,6 +321,8 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
          m3x3_mulv( player->basis, inf->v, inf->v );
          inf->land_dist = d[0] / (cosf(a0)*m);
          inf->gravity = gravity;
+
+         v3_copy( target, inf->log[inf->log_length ++] );
       }
 
       if( fabsf(a1-a) < max_angle_delta ){
@@ -332,6 +334,8 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
          m3x3_mulv( player->basis, inf->v, inf->v );
          inf->land_dist = d[0] / (cosf(a1)*m);
          inf->gravity = gravity;
+
+         v3_copy( target, inf->log[inf->log_length ++] );
       }
    }
 
@@ -510,6 +514,11 @@ void player__approximate_best_trajectory( player_instance *player )
             v3_cross( v0, v1, inf->n );
             v3_normalize( inf->n );
 #endif
+            /* TODO:
+             *   grind predictions, we want to FORCE it to land in the correct
+             *   location, taking the cloest endpoint or midpoint to be the 
+             *   snapper.
+             */
 
             inf->type = k_prediction_land;
 
@@ -543,7 +552,16 @@ void player__approximate_best_trajectory( player_instance *player )
       
       int valid_count = 
          create_jumps_to_hit_target( player, grind_jumps, grind.co, 
-                                     0.25f*VG_PIf, grind_located_gravity );
+                                     0.175f*VG_PIf, grind_located_gravity );
+
+      /* knock out original landing points in the 1m area 
+       * TODO: Make this a konstant */
+      for( u32 j=0; j<s->possible_jump_count; j++ ){
+         jump_info *jump = &s->possible_jumps[ j ];
+         float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
+         float descale = 1.0f-vg_minf(1.0f,dist);
+         jump->score += descale*3.0f;
+      }
 
       for( int i=0; i<valid_count; i++ ){
          jump_info *jump = &grind_jumps[i];
@@ -562,6 +580,7 @@ void player__approximate_best_trajectory( player_instance *player )
          v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
          v3_add( launch_co, co0, co0 );
 
+#if 0
          /* rough scan to make sure we dont collide with anything */
          for( int j=1; j<=16; j++ ){
             t  = (float)j*(1.0f/16.0f);
@@ -584,6 +603,7 @@ void player__approximate_best_trajectory( player_instance *player )
 
             v3_copy( co1, co0 );
          }
+#endif
 
          v3_copy( grind.n, jump->n );
 
@@ -595,8 +615,10 @@ void player__approximate_best_trajectory( player_instance *player )
 
          s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
 
+#if 0
          continue;
 invalidated_grind:;
+#endif
       }
    }
 
@@ -645,6 +667,10 @@ invalidated_grind:;
       v2_normalize_clamp( steer );
       s->state.gravity_bias = best->gravity;
 
+      if( best->type == k_prediction_grind ){
+         s->state.activity = k_skate_activity_air_to_grind;
+      }
+
       if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
          s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
                                  s->state.reverse ;
@@ -674,7 +700,7 @@ VG_STATIC void skate_apply_air_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity_prev != k_skate_activity_air )
+   if( s->state.activity_prev > k_skate_activity_air_to_grind )
       player__approximate_best_trajectory( player );
 
    float angle = v3_dot( player->rb.to_world[1], s->land_normal );
@@ -710,7 +736,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
    v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
                k_rb_delta, s->board_trick_residuald );
 
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       if( v3_length2( s->state.trick_vel ) < 0.0001f )
          return;
 
@@ -797,7 +823,7 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
    float rate = 26.0f,
          top  = 1.0f;
 
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       rate = 6.0f * fabsf(steer);
       top  = 1.5f;
    }
@@ -899,7 +925,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
    s->state.charging_jump = player->input_jump->button.value;
 
    /* Cannot charge this in air */
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
       s->state.charging_jump = 0;
       return;
    }
@@ -933,25 +959,25 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          v3_normalize( jumpdir );
       }else{
          v3_copy( s->state.up_dir, jumpdir );
+         s->state.activity = k_skate_activity_ground;
+         s->grind_cooldown = 0;
+
+         float tilt  = player->input_js1h->axis.value * 0.3f;
+               tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
+
+         v4f qtilt;
+         q_axis_angle( qtilt, s->grind_dir, tilt );
+         q_mulv( qtilt, jumpdir, jumpdir );
       }
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
       s->state.jump_charge = 0.0f;
       s->state.jump_time = vg.time;
-      s->state.activity = k_skate_activity_air;
 
       v2f steer = { player->input_js1h->axis.value,
                     player->input_js1v->axis.value };
       v2_normalize_clamp( steer );
-      skate_apply_air_model( player );
-
-#if 0
-      float maxspin = k_steer_air * k_rb_delta * k_spin_boost;
-      s->state.steery_s = -steer[0] * maxspin;
-      s->state.steerx = s->state.steerx_s;
-      s->state.lift_frames ++;
-#endif
 
       audio_lock();
       audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
@@ -1103,7 +1129,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
    }
 
    int trick_id; 
-   if( (s->state.activity == k_skate_activity_air) && 
+   if( (s->state.activity <= k_skate_activity_air_to_grind) && 
        (trick_id = player_skate_trick_input( player )) )
    {
       if( (vg.time - s->state.jump_time) < 0.1f ){
@@ -1130,6 +1156,10 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 
    for( int i=0; i<s->possible_jump_count; i++ ){
       jump_info *jump = &s->possible_jumps[i];
+
+      if( jump->log_length == 0 ){
+         vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
+      }
       
       for( int j=0; j<jump->log_length - 1; j ++ ){
          float brightness = jump->score*jump->score*jump->score;
@@ -1153,7 +1183,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 
    audio_lock();
 
-   float air   = s->state.activity == k_skate_activity_air? 1.0f: 0.0f,
+   float air   = s->state.activity <= k_skate_activity_air_to_grind? 1.0f: 0.0f,
          speed = v3_length( player->rb.v ),
          attn  = vg_minf( 1.0f, speed*0.1f ),
          slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f ),
@@ -1420,13 +1450,11 @@ VG_STATIC void skate_adjust_up_direction( player_instance *player )
       v3_lerp( s->state.up_dir, target,
                8.0f * s->substep_delta, s->state.up_dir );
    }
-   else if( s->state.activity == k_skate_activity_air )
-   {
+   else if( s->state.activity <= k_skate_activity_air_to_grind ){
       v3_lerp( s->state.up_dir, player->rb.to_world[1],
                8.0f * s->substep_delta, s->state.up_dir );
    }
-   else
-   {
+   else{
       v3_lerp( s->state.up_dir, player->basis[1],
                12.0f * s->substep_delta, s->state.up_dir );
    }
@@ -1793,7 +1821,7 @@ VG_STATIC int skate_boardslide_entry( player_instance *player,
 
       if( (fabsf(local_co[2]) <= k_board_length) &&   /* within wood area */
           (local_co[1] >= 0.0f) &&                    /* at deck level */
-          (fabsf(local_dir[0]) >= 0.5f) )             /* perpendicular to us */
+          (fabsf(local_dir[0]) >= 0.25f) )            /* perpendicular to us */
       {
          if( fabsf(v3_dot( player->rb.v, inf->dir )) < k_grind_axel_min_vel )
             return 0;
@@ -1857,9 +1885,8 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    struct player_skate *s = &player->_skate;
 
    /* debounces this state manager a little bit */
-   if( s->frames_since_activity_change < 10 )
-   {
-      s->frames_since_activity_change ++;
+   if( s->grind_cooldown < 20 ){
+      s->grind_cooldown ++;
       return k_skate_activity_undefined;
    }
 
@@ -1871,33 +1898,27 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
        res_front50 = 0,
        res_slide   = 0;
 
-   if( s->state.activity == k_skate_activity_grind_boardslide )
-   {
+   if( s->state.activity == k_skate_activity_grind_boardslide ){
       res_slide = skate_boardslide_renew( player, &inf_slide );
    }
-   else if( s->state.activity == k_skate_activity_grind_back50 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_back50 ){
       res_back50  = skate_grind_truck_renew( player,  1.0f, &inf_back50 );
       res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
    }
-   else if( s->state.activity == k_skate_activity_grind_front50 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_front50 ){
       res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
    }
-   else if( s->state.activity == k_skate_activity_grind_5050 )
-   {
+   else if( s->state.activity == k_skate_activity_grind_5050 ){
       res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
    }
-   else
-   {
+   else{
       res_slide   = skate_boardslide_entry( player, &inf_slide );
       res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
       res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
 
-      if( res_back50 != res_front50 )
-      {
+      if( res_back50 != res_front50 ){
          int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
 
          res_back50  &= wants_to_do_that;
@@ -1923,7 +1944,7 @@ 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->frames_since_activity_change = 0;
+         s->grind_cooldown = 5;
    }
    else if( new_activity == k_skate_activity_grind_boardslide )
    {
@@ -1988,7 +2009,7 @@ VG_STATIC void player__skate_update( player_instance *player )
 
    float slap = 0.0f;
 
-   if( s->state.activity == k_skate_activity_air ){
+   if( s->state.activity <= k_skate_activity_air_to_grind ){
 
       float min_dist = 0.6f;
       for( int i=0; i<2; i++ ){
@@ -2000,21 +2021,15 @@ VG_STATIC void player__skate_update( player_instance *player )
          }
       }
       min_dist -= 0.2f;
-      float o = vg_clampf( min_dist/0.5f, 0.0f, 1.0f );
+      float vy = v3_dot( player->basis[1], player->rb.v );
+            vy = vg_maxf( 0.0f, vy );
 
-#if 0
-      float jump_t = vg.time - s->state.jump_time;
-            jump_t = vg_minf( o, 1.0f );
-#endif
-
-      slap = o*0.3f;//vg_minf((1.0f-fabsf(2.0f*jump_t-1.0f))*8.0f,1.0f) * 0.3f;
-      wheels[0].pos[1] = slap;
-      wheels[1].pos[1] = slap;
+      slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
    }
-   s->slap = slap;
-
-
+   s->state.slap = vg_lerpf( s->state.slap, slap, 10.0f*k_rb_delta );
 
+   wheels[0].pos[1] = s->state.slap;
+   wheels[1].pos[1] = s->state.slap;
 
 
 
@@ -2069,7 +2084,9 @@ VG_STATIC void player__skate_update( player_instance *player )
       skate_weight_distribute( player );
    }
    else{
-      s->state.activity = k_skate_activity_air;
+      if( s->state.activity > k_skate_activity_air_to_grind )
+         s->state.activity = k_skate_activity_air;
+
       v3_zero( s->weight_distribution );
       skate_apply_air_model( player );
    }
@@ -2240,7 +2257,7 @@ begin_collision:;
    v3_muls( player->rb.to_world[2], -1.0f, mtx[1] );
    v3_muls( player->rb.to_world[1],  1.0f, mtx[2] );
    v3_muladds( player->rb.to_world[3], player->rb.to_world[1], 
-               grind_radius + k_board_radius*0.25f+slap, mtx[3] );
+               grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
 
    rb_ct *cman = &manifold[manifold_len];
 
@@ -2401,6 +2418,8 @@ begin_collision:;
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
       q_mul( transport_rotation, player->rb.q, player->rb.q );
+      q_mul( transport_rotation, s->state.smoothed_rotation,
+                                 s->state.smoothed_rotation );
       rb_update_transform( &player->rb );
 
       s->state_gate_storage = s->state;
@@ -2446,6 +2465,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
    const char *activity_txt[] = 
    {
       "air",
+      "air_to_grind",
       "ground",
       "undefined (INVALID)",
       "grind_any (INVALID)",
@@ -2519,6 +2539,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
    offset[0]=vg_clampf(offset[0],-0.8f,0.8f)*(1.0f-fabsf(s->blend_slide)*0.9f);
    offset[1]=vg_clampf(offset[1],-0.5f,0.0f);
 
+   v3_muls( offset, 0.3f, TEMP_TPV_EXTRA );
+
    /* 
     * Animation blending
     * ===========================================
@@ -2526,13 +2548,16 @@ VG_STATIC void player__skate_animate( player_instance *player,
    
    /* sliding */
    {
-      float desired  = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+      float desired = 0.0f;
+      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);
    }
    
    /* movement information */
    {
-      int iair = s->state.activity == k_skate_activity_air;
+      int iair = s->state.activity <= k_skate_activity_air_to_grind;
 
       float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
             dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
@@ -2541,7 +2566,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       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,   2.4f*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 );
    }
 
@@ -2608,7 +2633,12 @@ VG_STATIC void player__skate_animate( player_instance *player,
    mdl_keyframe air_pose[32];
    {
       float target = -player->input_js1h->axis.value;
+
+#if 1
       s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+#else
+      s->blend_airdir = 0.0f;
+#endif
       
       float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
@@ -2644,16 +2674,41 @@ VG_STATIC void player__skate_animate( player_instance *player,
                          av->id_ik_elbow_l,
                          av->id_ik_elbow_r };
 
-      for( int i=0; i<vg_list_size(apply_to); i ++ )
-      {
+      float apply_rates[] = { 1.0f,
+                              0.75f,
+                              0.75f,
+                              0.75f,
+                              0.75f };
+
+      for( int i=0; i<vg_list_size(apply_to); i ++ ){
          dest->pose[apply_to[i]-1].co[0] += offset[0]*add_grab_mod;
          dest->pose[apply_to[i]-1].co[2] += offset[2]*add_grab_mod;
       }
 
-
       /* angle correction */
-      if( v3_length2( s->state.up_dir ) > 0.001f )
-      {
+      if( v3_length2( s->state.up_dir ) > 0.001f ){
+
+         if( v4_length(s->state.smoothed_rotation) <= 0.1f ||
+             v4_length(s->state.smoothed_rotation) >= 1.1f ){
+            vg_warn( "FIX THIS! CARROT\n" );
+            v4_copy( player->rb.q, s->state.smoothed_rotation );
+         }
+         v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+                  s->state.smoothed_rotation );
+         q_normalize( s->state.smoothed_rotation );
+
+         v3f yaw_ref    = {1.0f,0.0f,0.0f}, 
+             yaw_smooth = {1.0f,0.0f,0.0f};
+         q_mulv( player->rb.q, yaw_ref, yaw_ref );
+         q_mulv( s->state.smoothed_rotation, yaw_smooth, yaw_smooth );
+         m3x3_mulv( player->rb.to_local, yaw_smooth, yaw_smooth );
+         m3x3_mulv( player->rb.to_local, yaw_ref, yaw_ref );
+
+         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;
+
          v3f ndir;
          m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
          v3_normalize( ndir );
@@ -2664,23 +2719,30 @@ VG_STATIC void player__skate_animate( player_instance *player,
          a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
 
          v3f axis;
-         v4f q;
+         v4f qfixup, qcounteryaw, qtotal;
          
          v3_cross( up, ndir, axis );
-         q_axis_angle( q, axis, a );
+         q_axis_angle( qfixup, axis, a );
+
+         q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+         q_mul( qcounteryaw, qfixup, qtotal );
+         q_normalize( qtotal );
 
          mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
-         
-         for( int i=0; i<vg_list_size(apply_to); i ++ )
-         {
+         v3f origin;
+         v3_add( av->sk.bones[av->id_hip].co, kf_hip->co, origin );
+
+         for( int i=0; i<vg_list_size(apply_to); i ++ ){
             mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
 
-            v3f v0;
-            v3_sub( kf->co, kf_hip->co, v0 );
-            q_mulv( q, v0, v0 );
-            v3_add( v0, kf_hip->co, kf->co );
+            v3f v0, co;
+            v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
+            v3_sub( co, origin, v0 );
+            q_mulv( qtotal, v0, v0 );
+            v3_add( v0, origin, co );
+            v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
 
-            q_mul( q, kf->q, kf->q );
+            q_mul( qtotal, kf->q, kf->q );
             q_normalize( kf->q );
          }
 
@@ -2699,7 +2761,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
                    *kf_foot_r   = &dest->pose[av->id_ik_foot_r-1],
                    *kf_knee_l   = &dest->pose[av->id_ik_knee_l-1],
                    *kf_knee_r   = &dest->pose[av->id_ik_knee_r-1],
-                   *kf_hip      = &dest->pose[av->id_hip],
+                   *kf_hip      = &dest->pose[av->id_hip-1],
                    *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
                                     &dest->pose[av->id_wheel_l-1] };
 
@@ -2725,15 +2787,22 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3f euler;
       v3_muls( s->state.trick_euler, VG_TAUf, euler );
 
+      float jump_t = vg.time-s->state.jump_time;
+
+      float k=10.0f;
+      float h = k*jump_t;
+      float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+
       q_axis_angle( qyaw,   (v3f){0.0f,1.0f,0.0f}, euler[0] * 0.5f );
-      q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] );
+      q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, euler[1] + extra );
       q_axis_angle( qroll,  (v3f){0.0f,0.0f,1.0f}, euler[2] );
 
-      q_mul( qpitch, qroll, qtrick );
-      q_mul( qyaw, qtrick, qtrick );
+      q_mul( qyaw, qroll, qtrick );
+      q_mul( qpitch, qtrick, qtrick );
       q_mul( kf_board->q, qtrick, kf_board->q );
       q_normalize( kf_board->q );
 
+
       /* foot weight distribution */
       if( s->blend_weight > 0.0f ){
          kf_foot_l->co[2] += s->blend_weight * 0.2f;
@@ -2744,13 +2813,19 @@ VG_STATIC void player__skate_animate( player_instance *player,
          kf_foot_l->co[2] += s->blend_weight * 0.1f;
       }
 
-      kf_foot_l->co[1] += s->slap;
-      kf_foot_r->co[1] += s->slap;
-      kf_knee_l->co[1] += s->slap;
-      kf_knee_r->co[1] += s->slap;
-      kf_board->co[1] += s->slap;
-      kf_hip->co[1] += s->slap * 0.25f;
-      
+      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;
+      kf_hip->co[1] += s->state.slap * 0.25f;
+
+      /* 
+       * animation wishlist:
+       *    boardslide/grind jump animations
+       *    when tricking the slap should not appply or less apply
+       *    not animations however DONT target grinds that are vertically down.
+       */
 
       /* truck rotation */
       for( int i=0; i<2; i++ )
@@ -2772,7 +2847,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
 
    v4f qflip;
-   if( (s->state.activity == k_skate_activity_air) &&
+   if( (s->state.activity <= k_skate_activity_air_to_grind) &&
        (fabsf(s->state.flip_rate) > 0.01f) )
    {
       float t     = s->state.flip_time;
@@ -2819,7 +2894,7 @@ VG_STATIC void player__skate_reset_animator( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity == k_skate_activity_air )
+   if( s->state.activity <= k_skate_activity_air_to_grind )
       s->blend_fly = 1.0f;
    else
       s->blend_fly = 0.0f;