{
struct player_skate *s = &player->_skate;
+ if( s->state.activity != k_skate_activity_ground )
+ {
+ v3_zero( s->state.throw_v );
+ return;
+ }
+
/* Throw / collect routine
*
* TODO: Max speed boost
skate_apply_friction_model( player );
skate_weight_distribute( player );
- skate_apply_pump_model( player );
}
else
{
skate_apply_jump_model( player );
skate_apply_grab_model( player );
skate_apply_trick_model( player );
+ skate_apply_pump_model( player );
begin_collision:;