more sensible world loading stuff (wip)
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index df54c58e02fbe411734b7e38ce8dddd70f4899e1..3cd9a928194cbc677aa9741e3694b26773849040 100644 (file)
@@ -3,6 +3,10 @@
 
 #include "player.h"
 #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 )
 {
@@ -11,6 +15,8 @@ VG_STATIC void player__skate_bind( player_instance *player )
    struct skeleton *sk = &av->sk;
 
    rb_update_transform( &player->rb );
+   s->anim_grind           = skeleton_get_anim( sk, "pose_grind" );
+   s->anim_grind_jump      = skeleton_get_anim( sk, "pose_grind_jump" );
    s->anim_stand           = skeleton_get_anim( sk, "pose_stand" );
    s->anim_highg           = skeleton_get_anim( sk, "pose_highg" );
    s->anim_air             = skeleton_get_anim( sk, "pose_air" );
@@ -50,7 +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 );
@@ -87,7 +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 );
@@ -97,13 +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,
@@ -119,16 +120,20 @@ 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 ) ){
-      u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+   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];
 
       struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
-      if( !(surf->info.flags & k_material_flag_skate_surface) )
+      if( !(surf->info.flags & k_material_flag_grindable) )
          continue;
 
       for( int j=0; j<3; j++ )
-         v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+         v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
 
       for( int j=0; j<3; j++ ){
          int i0 = j,
@@ -229,10 +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 ++;
       }
@@ -259,18 +262,30 @@ 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 );
 
    return passed_samples;
 }
 
-VG_STATIC int solve_prediction_for_target( player_instance *player,
-                                           v3f target, float max_angle,
-                                           struct land_prediction *p )
+VG_STATIC void reset_jump_info( jump_info *inf )
 {
-   /* calculate the exact solution(s) to jump onto that grind spot */
+   inf->log_length = 0;
+   inf->land_dist = 0.0f;
+   inf->score = 0.0f;
+   inf->type = k_prediction_unset;
+   v3_zero( inf->apex );
+}
+
+VG_STATIC int create_jumps_to_hit_target( player_instance *player,
+                                          jump_info *jumps,
+                                          v3f target, float max_angle_delta,
+                                          float gravity )
+{
+   struct player_skate *s = &player->_skate;
+
+   /* calculate the exact 2 solutions to jump onto that grind spot */
 
    v3f v0;
    v3_sub( target, player->rb.co, v0 );
@@ -285,59 +300,53 @@ VG_STATIC int solve_prediction_for_target( player_instance *player,
    m3x3_mulv( player->invbasis, player->rb.v, v_local );
 
    v2f d = { v3_dot( ax, v0 ),           v0[1] },
-       v = { v3_dot( ax, player->rb.v ), v_local[1] };
+       v = { v3_dot( ax, v_local ), v_local[1] };
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
-         root = m*m*m*m - p->gravity*(p->gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
+         root = m*m*m*m - gravity*(gravity*d[0]*d[0] + 2.0f*d[1]*m*m);
 
-   if( root > 0.0f )
-   {
-      root = sqrtf( root );
-      float a0 = atanf( (m*m + root) / (p->gravity * d[0]) ),
-            a1 = atanf( (m*m - root) / (p->gravity * d[0]) );
+   int valid_count = 0;
 
-      if( fabsf(a0-a) > fabsf(a1-a) )
-         a0 = a1;
-
-      if( fabsf(a0-a) > max_angle )
-         return 0;
-
-      /* TODO: sweep the path before chosing the smallest dist */
+   if( root > 0.0f ){
+      root = sqrtf( root );
+      float a0 = atanf( (m*m + root) / (gravity * d[0]) ),
+            a1 = atanf( (m*m - root) / (gravity * d[0]) );
 
-      p->log_length = 0;
-      p->land_dist = 0.0f;
-      v3_zero( p->apex );
-      p->type = k_prediction_grind;
+      if( fabsf(a0-a) < max_angle_delta ){
+         jump_info *inf = &jumps[ valid_count ++ ];
+         reset_jump_info( inf );
 
-      v3_muls( ax, cosf( a0 ) * m, p->v );
-      p->v[1] += sinf( a0 ) * m;
-      m3x3_mulv( player->basis, p->v, p->v );
+         v3_muls( ax, cosf( a0 ) * m, inf->v );
+         inf->v[1] += sinf( a0 ) * m;
+         m3x3_mulv( player->basis, inf->v, inf->v );
+         inf->land_dist = d[0] / (cosf(a0)*m);
+         inf->gravity = gravity;
 
-      p->land_dist = d[0] / (cosf(a0)*m);
+         v3_copy( target, inf->log[inf->log_length ++] );
+      }
 
-      /* add a trace */
-      for( int i=0; i<=20; i++ )
-      {
-         float t = (float)i * (1.0f/20.0f) * p->land_dist;
+      if( fabsf(a1-a) < max_angle_delta ){
+         jump_info *inf = &jumps[ valid_count ++ ];
+         reset_jump_info( inf );
 
-         v3f p0;
-         v3_muls( p->v, t, p0 );
-         v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
+         v3_muls( ax, cosf( a1 ) * m, inf->v );
+         inf->v[1] += sinf( a1 ) * m;
+         m3x3_mulv( player->basis, inf->v, inf->v );
+         inf->land_dist = d[0] / (cosf(a1)*m);
+         inf->gravity = gravity;
 
-         v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
+         v3_copy( target, inf->log[inf->log_length ++] );
       }
-
-      return 1;
    }
-   else
-      return 0;
+
+   return valid_count;
 }
 
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
 {
-   world_instance *world = get_active_world();
+   world_instance *world0 = world_current_instance();
 
    struct player_skate *s = &player->_skate;
    float k_trace_delta = k_rb_delta * 10.0f;
@@ -346,7 +355,7 @@ void player__approximate_best_trajectory( player_instance *player )
    v3_copy( player->rb.v, s->state.air_init_v );
    v3_copy( player->rb.co, s->state.air_init_co );
 
-   s->prediction_count = 0;
+   s->possible_jump_count = 0;
 
    v3f axis;
    v3_cross( player->rb.v, player->rb.to_world[1], axis );
@@ -359,20 +368,30 @@ void player__approximate_best_trajectory( player_instance *player )
 
    struct grind_info grind;
    int grind_located = 0;
+   float grind_located_gravity = k_gravity;
 
-   for( int m=0;m<=30; m++ )
-   {
-      struct land_prediction *p = &s->predictions[ s->prediction_count ++ ];
 
-      p->log_length = 0;
-      p->land_dist = 0.0f;
-      v3_zero( p->apex );
-      p->type = k_prediction_none;
+   v3f launch_v_bounds[2];
+
+   for( int i=0; i<2; i++ ){
+      v3_copy( player->rb.v, launch_v_bounds[i] );
+      float ang = (float[]){ angle_begin, angle_end }[ i ];
+            ang *= 0.15f;
+
+      v4f qbias;
+      q_axis_angle( qbias, axis, ang );
+      q_mulv( qbias, launch_v_bounds[i], launch_v_bounds[i] );
+   }
+
+   for( int m=0;m<=30; m++ ){
+      jump_info *inf = &s->possible_jumps[ s->possible_jump_count ++ ];
+      reset_jump_info( inf );
 
       v3f launch_co, launch_v, co0, co1;
       v3_copy( player->rb.co, launch_co );
       v3_copy( player->rb.v,  launch_v );
       v3_copy( launch_co, co0 );
+      world_instance *trace_world = world0;
 
       float vt  = (float)m * (1.0f/30.0f),
             ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
@@ -387,48 +406,101 @@ void player__approximate_best_trajectory( player_instance *player )
       q_axis_angle( qbias, player->rb.to_world[1], yaw_bias );
       q_mulv( qbias, launch_v, launch_v );
 
-
       float gravity_bias = vg_lerpf( 0.85f, 1.4f, vt ),
             gravity      = k_gravity * gravity_bias;
-      p->gravity = gravity;
+      inf->gravity = gravity;
+      v3_copy( launch_v, inf->v );
 
-      v3_copy( launch_v, p->v );
+      m3x3f basis;
+      m3x3_copy( player->basis, basis );
 
-      for( int i=1; i<=50; i++ )
-      {
+      for( int i=1; i<=50; i++ ){
          float t = (float)i * k_trace_delta;
 
          v3_muls( launch_v, t, co1 );
-         v3_muladds( co1, player->basis[1], -0.5f * gravity * t*t, co1 );
+         v3_muladds( co1, basis[1], -0.5f * gravity * t*t, co1 );
          v3_add( launch_co, co1, co1 );
 
-         float launch_vy = v3_dot( launch_v,player->basis[1] );
-         if( !grind_located && (launch_vy - gravity*t < 0.0f) )
-         {
-            v3f closest;
-            if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 )
-            {
-               v3f ve;
-               v3_copy( launch_v, ve );
-               v3_muladds( ve, player->basis[1], -gravity * t, ve );
-
-               if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) )
-               {
-                  /* check alignment */
-                  v2f v0 = { v3_dot( ve, player->basis[0] ), 
-                             v3_dot( ve, player->basis[2] ) },
-                      v1 = { v3_dot( grind.dir, player->basis[0] ), 
-                             v3_dot( grind.dir, player->basis[2] ) };
+         float launch_vy = v3_dot( launch_v,basis[1] );
+
+         int search_for_grind = 1;
+         if( grind_located ) search_for_grind = 0;
+         if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
+
+         /* REFACTOR */
+
+         v3f closest={0.0f,0.0f,0.0f};
+         if( search_for_grind ){
+            if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
+               float min_dist = 0.75f;
+                     min_dist *= min_dist;
+
+               if( v3_dist2( closest, launch_co ) < min_dist )
+                  search_for_grind = 0;
+
+               v3f bound[2];
+
+               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] );
+                  v3_add( launch_co, bound[j], bound[j] );
+               }
+
+               float limh = vg_minf( 2.0f, t ),
+                     minh = vg_minf( bound[0][1], bound[1][1] )-limh,
+                     maxh = vg_maxf( bound[0][1], bound[1][1] )+limh;
+
+               if( (closest[1] < minh) || (closest[1] > maxh) ){
+                  search_for_grind = 0;
+               }
+            }
+            else
+               search_for_grind = 0;
+         }
+
+         if( search_for_grind ){
+            v3f ve;
+            v3_copy( launch_v, ve );
+            v3_muladds( ve, basis[1], -gravity * t, ve );
+
+            if( skate_grind_scansq( player, 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] ) };
+
+               v2_normalize( v0 );
+               v2_normalize( v1 );
 
-                  v2_normalize( v0 );
-                  v2_normalize( v1 );
+               float a = v2_dot( v0, v1 );
 
-                  float a = v2_dot( v0, v1 );
+               float a_min = cosf( VG_PIf * 0.185f );
+               if( s->state.grind_cooldown )
+                  a_min = cosf( VG_PIf * 0.05f );
 
-                  if( a >= cosf( VG_PIf * 0.185f ) )
-                  {
-                     grind_located = 1;
-                  }
+               /* check speed */
+               if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
+                   (a >= a_min) && 
+                   (fabsf(grind.dir[1]) < 0.70710678118654752f))
+               {
+                  grind_located = 1;
+                  grind_located_gravity = inf->gravity;
+               }
+            }
+         }
+
+         if( trace_world->rendering_gate ){
+            ent_gate *gate = trace_world->rendering_gate;
+            if( gate_intersect( gate, co1, co0 ) ){
+               m4x3_mulv( gate->transport, co0, co0 );
+               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 ){
+                  trace_world = &world_static.instances[ gate->target ];
                }
             }
          }
@@ -436,66 +508,116 @@ void player__approximate_best_trajectory( player_instance *player )
          float t1;
          v3f n;
 
-         int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
-         if( idx != -1 )
-         {
+         float scan_radius = k_board_radius;
+               scan_radius *= vg_clampf( t, 0.02f, 1.0f );
+
+         int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
+         if( idx != -1 ){
             v3f co;
             v3_lerp( co0, co1, t1, co );
-            v3_copy( co, p->log[ p->log_length ++ ] ); 
+            v3_copy( co, inf->log[ inf->log_length ++ ] ); 
 
-            v3_copy( n, p->n );
-            p->type = k_prediction_land;
+            v3_copy( n, inf->n );
+            u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
+            struct world_surface *surf = 
+               world_tri_index_surface( trace_world, tri[0] );
+
+            inf->type = k_prediction_land;
 
             v3f ve;
             v3_copy( launch_v, ve );
             v3_muladds( ve, player->basis[1], -gravity * t, ve );
 
-            struct grind_info replace_grind;
-            if( skate_grind_scansq( player, co, ve, 0.3f, &replace_grind ) )
-            {
-               v3_copy( replace_grind.n, p->n );
-               p->type = k_prediction_grind;
-            }
-
-            p->score = -v3_dot( ve, p->n );
-            p->land_dist = t + k_trace_delta * t1;
+            inf->score = -v3_dot( ve, inf->n );
+            inf->land_dist = t + k_trace_delta * t1;
 
-            u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
-            struct world_surface *surf = 
-               world_tri_index_surface( world, vert_index );
-            
             /* Bias prediction towords ramps */
-            if( !(surf->info.flags & k_material_flag_skate_surface) )
-               p->score *= 10.0f;
+            if( !(surf->info.flags & k_material_flag_skate_target) )
+               inf->score *= 10.0f;
+
+            if( surf->info.flags & k_material_flag_boundary )
+               s->possible_jump_count --;
 
             break;
          }
          
          if( i % 3 == 0 )
-            v3_copy( co1, p->log[ p->log_length ++ ] ); 
+            v3_copy( co1, inf->log[ inf->log_length ++ ] ); 
 
          v3_copy( co1, co0 );
       }
 
-      if( p->type == k_prediction_none )
-         s->prediction_count --;
+      if( inf->type == k_prediction_unset )
+         s->possible_jump_count --;
    }
 
    if( grind_located ){
-      /* calculate the exact solution(s) to jump onto that grind spot */
-      struct land_prediction *p = &s->predictions[ s->prediction_count ];
-      p->gravity = k_gravity;
+      jump_info grind_jumps[2];
+      
+      int valid_count = 
+         create_jumps_to_hit_target( player, grind_jumps, grind.co, 
+                                     0.175f*VG_PIf, grind_located_gravity );
+
+      /* knock out original landing points in the 1m area */
+      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];
+         jump->type = k_prediction_grind;
+
+         v3f launch_v, launch_co, co0, co1;
+
+         v3_copy( jump->v, launch_v );
+         v3_copy( player->rb.co, launch_co );
+
+         m3x3f basis;
+         m3x3_copy( player->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 );
+         v3_add( launch_co, co0, co0 );
+
+         /* rough scan to make sure we dont collide with anything */
+         for( int j=1; j<=16; j++ ){
+            t  = (float)j*(1.0f/16.0f);
+            t *= 0.9f;
+            t += 0.05f;
+            t *= jump->land_dist;
+
+            v3_muls( launch_v, t, co1 );
+            v3_muladds( co1, basis[1], -0.5f * jump->gravity * t*t, co1 );
+            v3_add( launch_co, co1, co1 );
+            
+            float t1;
+            v3f n;
+
+            int idx = spherecast_world( world0, co0,co1,
+                                        k_board_radius*0.1f, &t1, n);
+            if( idx != -1 ){
+               goto invalidated_grind;
+            }
+
+            v3_copy( co1, co0 );
+         }
 
-      if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){
-         v3_copy( grind.n, p->n );
+         v3_copy( grind.n, jump->n );
 
          /* determine score */
          v3f ve;
-         v3_copy( p->v, ve );
-         v3_muladds( ve, player->basis[1], -p->gravity * p->land_dist, ve );
-         p->score = -v3_dot( ve, grind.n ) * 0.85f;
+         v3_copy( jump->v, ve );
+         v3_muladds( ve, player->basis[1], -jump->gravity*jump->land_dist, ve );
+         jump->score = -v3_dot( ve, grind.n ) * 0.9f;
 
-         s->prediction_count ++;
+         s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
+
+         continue;
+invalidated_grind:;
       }
    }
 
@@ -503,49 +625,54 @@ void player__approximate_best_trajectory( player_instance *player )
    float score_min =  INFINITY,
          score_max = -INFINITY;
 
-   struct land_prediction *best = NULL;
+   jump_info *best = NULL;
 
-   for( int i=0; i<s->prediction_count; i ++ ){
-      struct land_prediction *p = &s->predictions[i];
+   for( int i=0; i<s->possible_jump_count; i ++ ){
+      jump_info *jump = &s->possible_jumps[i];
 
-      if( p->score < score_min )
-         best = p;
+      if( jump->score < score_min )
+         best = jump;
 
-      score_min = vg_minf( score_min, p->score );
-      score_max = vg_maxf( score_max, p->score );
+      score_min = vg_minf( score_min, jump->score );
+      score_max = vg_maxf( score_max, jump->score );
    }
 
-   for( int i=0; i<s->prediction_count; i ++ ){
-      struct land_prediction *p = &s->predictions[i];
-      float s = p->score;
+   for( int i=0; i<s->possible_jump_count; i ++ ){
+      jump_info *jump = &s->possible_jumps[i];
+      float s = jump->score;
 
       s -= score_min;
       s /= (score_max-score_min);
       s  = 1.0f - s;
 
-      p->score = s;
-      p->colour = s * 255.0f;
+      jump->score = s;
+      jump->colour = s * 255.0f;
 
-      if( p == best )
-         p->colour <<= 16;
-      else if( p->type == k_prediction_land )
-         p->colour <<= 8;
+      if( jump == best )
+         jump->colour <<= 16;
+      else if( jump->type == k_prediction_land )
+         jump->colour <<= 8;
       
-      p->colour |= 0xff000000;
+      jump->colour |= 0xff000000;
    }
 
    if( best ){
-      v3_copy( best->n, s->land_normal );
+      v3_copy( best->n, s->state.land_normal );
       v3_copy( best->v, player->rb.v );
-      s->land_dist = best->land_dist;
+      s->state.land_dist = best->land_dist;
 
-      v2f steer = { player->input_js1h->axis.value,
-                    player->input_js1v->axis.value };
-      v2_normalize_clamp( steer );
       s->state.gravity_bias = best->gravity;
 
-      if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
-         s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
+      if( best->type == k_prediction_grind ){
+         s->state.activity = k_skate_activity_air_to_grind;
+      }
+
+      v2f steer;
+      joystick_state( k_srjoystick_steer, steer );
+      v2_normalize_clamp( steer );
+
+      if( (fabsf(steer[1]) > 0.5f) && (s->state.land_dist >= 1.5f) ){
+         s->state.flip_rate = (1.0f/s->state.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 );
@@ -556,7 +683,7 @@ void player__approximate_best_trajectory( player_instance *player )
       }
    }
    else{
-      v3_copy( player->basis[1], s->land_normal );
+      v3_copy( player->basis[1], s->state.land_normal );
    }
 }
 
@@ -573,25 +700,21 @@ 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 );
+   float angle = v3_dot( player->rb.to_world[1], s->state.land_normal );
    angle = vg_clampf( angle, -1.0f, 1.0f );
    v3f axis; 
-   v3_cross( player->rb.to_world[1], s->land_normal, axis );
+   v3_cross( player->rb.to_world[1], s->state.land_normal, axis );
 
    v4f correction;
    q_axis_angle( correction, axis, 
                   acosf(angle)*2.0f*VG_TIMESTEP_FIXED );
    q_mul( correction, player->rb.q, player->rb.q );
-
-   v2f steer = { player->input_js1h->axis.value,
-                 player->input_js1v->axis.value };
-   v2_normalize_clamp( steer );
 }
 
-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;
@@ -599,17 +722,17 @@ 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.trick_residualv, -4.0f , Fd );
+   v3_muls( s->state.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.trick_residualv, F, k_rb_delta, 
+               s->state.trick_residualv );
+   v3_muladds( s->state.trick_residuald, s->state.trick_residualv,
+               k_rb_delta, s->state.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;
 
@@ -640,7 +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.trick_residualv );
          v3_zero( s->state.trick_vel );
       }
 
@@ -666,7 +789,7 @@ VG_STATIC void skate_apply_grab_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   float grabt = player->input_grab->axis.value;
+   float grabt = axis_state( k_sraxis_grab );
 
    if( grabt > 0.5f ){
       v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, 
@@ -684,9 +807,12 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
+   v2f jsteer;
+   joystick_state( k_srjoystick_steer, jsteer );
+
    /* Steering */
-   float steer = player->input_js1h->axis.value,
-         grab  = player->input_grab->axis.value;
+   float steer = jsteer[0],
+         grab  = axis_state( k_sraxis_grab );
 
    steer = vg_signf( steer ) * steer*steer * k_steer_ground;
 
@@ -696,7 +822,7 @@ 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;
    }
@@ -725,6 +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 ),
@@ -765,9 +895,8 @@ VG_STATIC void skate_apply_friction_model( player_instance *player )
 
    /* Pushing additive force */
 
-   if( !player->input_jump->button.value ){
-      if( player->input_push->button.value || 
-          (vg.time-s->state.start_push<0.75) )
+   if( !button_press( k_srbind_jump ) ){
+      if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) )
       {
          if( (vg.time - s->state.cur_push) > 0.25 )
             s->state.start_push = vg.time;
@@ -795,10 +924,10 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
    int charging_jump_prev = s->state.charging_jump;
-   s->state.charging_jump = player->input_jump->button.value;
+   s->state.charging_jump = button_press( k_srbind_jump );
 
    /* 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;
    }
@@ -824,32 +953,36 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
             mod = 0.5f,
             dir = mod + fabsf(aup)*(1.0f-mod);
 
-      v3_copy( player->rb.v, jumpdir );
-      v3_normalize( jumpdir );
-      v3_muls( jumpdir, 1.0f-dir, jumpdir );
-      v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
-      v3_normalize( jumpdir );
+      if( s->state.activity == k_skate_activity_ground ){
+         v3_copy( player->rb.v, jumpdir );
+         v3_normalize( jumpdir );
+         v3_muls( jumpdir, 1.0f-dir, jumpdir );
+         v3_muladds( jumpdir, player->rb.to_world[1], dir, jumpdir );
+         v3_normalize( jumpdir );
+      }else{
+         v3_copy( s->state.up_dir, jumpdir );
+         s->state.grind_cooldown = 30;
+         s->state.activity = k_skate_activity_ground;
+
+         v2f steer;
+         joystick_state( k_srjoystick_steer, steer );
+
+         float tilt  = steer[0] * 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 );
+      }
+      s->state.surface_cooldown = 10;
       
       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 );
+      audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co,40.0f,1.0f);
       audio_unlock();
    }
 }
@@ -864,10 +997,8 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
    }
 
    /* Throw / collect routine 
-    *
-    * TODO: Max speed boost
     */
-   if( player->input_grab->axis.value > 0.5f ){
+   if( axis_state( k_sraxis_grab ) > 0.5f ){
       if( s->state.activity == k_skate_activity_ground ){
          /* Throw */
          v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
@@ -881,7 +1012,8 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
       v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
 
       if( s->state.activity == k_skate_activity_ground ){
-         v3_muladds( player->rb.v,     Fl,  k_mmcollect_lat, player->rb.v );
+         if( v3_length2(player->rb.v)<(20.0f*20.0f) )
+            v3_muladds( player->rb.v,     Fl,  k_mmcollect_lat, player->rb.v );
          v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
       }
 
@@ -910,8 +1042,8 @@ VG_STATIC void skate_apply_cog_model( player_instance *player )
    v3_copy( s->state.up_dir, ideal_dir );
    v3_normalize( ideal_dir );
 
-   v3_muladds( player->rb.co, ideal_dir,
-               1.0f-player->input_grab->axis.value, ideal_cog );
+   float grab = axis_state( k_sraxis_grab );
+   v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
    v3_sub( ideal_cog, s->state.cog, ideal_diff );
 
    /* Apply velocities */
@@ -938,17 +1070,23 @@ VG_STATIC void skate_integrate( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   float decay_rate = 1.0f - (k_rb_delta * 3.0f),
+   float decay_rate_x = 1.0f - (k_rb_delta * 3.0f),
+         decay_rate_z = decay_rate_x,
          decay_rate_y = 1.0f;
 
    if( s->state.activity >= k_skate_activity_grind_any ){
+#if 0
       decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
       decay_rate_y = decay_rate;
+#endif
+      decay_rate_x = 1.0f-(16.0f*k_rb_delta);
+      decay_rate_y = 1.0f-(10.0f*k_rb_delta);
+      decay_rate_z = 1.0f-(40.0f*k_rb_delta);
    }
 
-   float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate,
+   float wx = v3_dot( player->rb.w, player->rb.to_world[0] ) * decay_rate_x,
          wy = v3_dot( player->rb.w, player->rb.to_world[1] ) * decay_rate_y,
-         wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate;
+         wz = v3_dot( player->rb.w, player->rb.to_world[2] ) * decay_rate_z;
 
    v3_muls(                  player->rb.to_world[0], wx, player->rb.w );
    v3_muladds( player->rb.w, player->rb.to_world[1], wy, player->rb.w );
@@ -958,136 +1096,179 @@ VG_STATIC void skate_integrate( player_instance *player )
    rb_update_transform( &player->rb );
 }
 
-/*
- * 1 2 or 3
- */
-
-VG_STATIC int player_skate_trick_input( player_instance *player )
-{
-   return (player->input_trick0->button.value) |
-          (player->input_trick1->button.value << 1) |
-          (player->input_trick2->button.value << 1) |
-          (player->input_trick2->button.value);
+VG_STATIC enum trick_type player_skate_trick_input( player_instance *player ){
+   return (button_press( k_srbind_trick0 )     ) |
+          (button_press( k_srbind_trick1 ) << 1) |
+          (button_press( k_srbind_trick2 ) << 1) |
+          (button_press( k_srbind_trick2 )     );
 }
 
-VG_STATIC void player__skate_pre_update( player_instance *player )
-{
+VG_STATIC void player__skate_pre_update( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
-   if( vg_input_button_down( player->input_use ) ){
+   if( button_down( k_srbind_use ) ){
       player->subsystem = k_player_subsystem_walk;
 
       v3f angles;
-      v3_copy( player->cam.angles, angles );
-      angles[2] = 0.0f;
+      v3_copy( player->cam.angles, player->angles );
+      player->angles[2] = 0.0f;
 
-      player->holdout_time = 0.25f;
+      player__begin_holdout( player );
       player__skate_kill_audio( player );
-      player__walk_transition( player, angles );
+      player__walk_transition( player );
       return;
    }
 
-   if( vg_input_button_down( player->input_reset ) ){
-      player->rb.co[1] += 2.0f;
-      s->state.cog[1] += 2.0f;
-      q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
-      v3_zero( player->rb.w );
-      v3_zero( player->rb.v );
-
-      rb_update_transform( &player->rb );
-   }
-
-   int trick_id; 
-   if( (s->state.activity == k_skate_activity_air) && 
-       (trick_id = player_skate_trick_input( player )) )
+   enum trick_type trick = k_trick_type_none;
+   if( (s->state.activity <= k_skate_activity_air_to_grind) && 
+       (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;
       }
    }
 }
 
-VG_STATIC void player__skate_post_update( player_instance *player )
-{
+VG_STATIC void player__skate_post_update( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
-   for( int i=0; i<s->prediction_count; i++ )
-   {
-      struct land_prediction *p = &s->predictions[i];
+   for( int i=0; i<s->possible_jump_count; i++ ){
+      jump_info *jump = &s->possible_jumps[i];
+
+      if( jump->log_length == 0 ){
+         vg_fatal_error( "assert: jump->log_length == 0\n" );
+      }
       
-      for( int j=0; j<p->log_length - 1; j ++ )
-      {
-         float brightness = p->score*p->score*p->score;
+      for( int j=0; j<jump->log_length - 1; j ++ ){
+         float brightness = jump->score*jump->score*jump->score;
          v3f p1;
-         v3_lerp( p->log[j], p->log[j+1], brightness, p1 );
-         vg_line( p->log[j], p1, p->colour );
+         v3_lerp( jump->log[j], jump->log[j+1], brightness, p1 );
+         vg_line( jump->log[j], p1, jump->colour );
       }
 
-      vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+      vg_line_cross( jump->log[jump->log_length-1], jump->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 );
+      v3_add( jump->log[jump->log_length-1], jump->n, p1 );
+      vg_line( jump->log[jump->log_length-1], p1, 0xffffffff );
 
-      vg_line_pt3( p->apex, 0.02f, 0xffffffff );
+      vg_line_point( jump->apex, 0.02f, 0xffffffff );
    }
 
-#if 0
-   vg_line_pt3( s->state.apex, 0.030f, 0xff0000ff );
-#endif
-
    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 ),
+         slide = vg_clampf( fabsf(s->state.slip), 0.0f, 1.0f );
 
-         vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
-         vol_air     = sqrtf(       air *attn * 0.5f ),
-         vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f );
+   if( s->state.activity >= k_skate_activity_grind_any ){
+      slide = 0.0f;
+   }
+
+   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;
-   if( !s->aud_main )
-      s->aud_main = audio_request_channel( &audio_board[0], flags );
 
-   if( !s->aud_air )
-      s->aud_air = audio_request_channel( &audio_board[1], flags );
+   if( !s->aud_air ){
+      s->aud_air = audio_get_first_idle_channel();
+      if( s->aud_air )
+         audio_channel_init( s->aud_air, &audio_board[1], flags );
+   }
 
-   if( !s->aud_slide )
-      s->aud_slide = audio_request_channel( &audio_board[2], flags );
+   if( !s->aud_slide ){
+      s->aud_slide = audio_get_first_idle_channel();
+      if( s->aud_slide ) 
+         audio_channel_init( s->aud_slide, &audio_board[2], flags );
+   }
 
 
    /* brrrrrrrrrrrt sound for tiles and stuff 
     * --------------------------------------------------------*/
    float sidechain_amt = 0.0f,
-         hz            = speed * 2.0f;
+         hz            = vg_maxf( speed * 2.0f, 2.0f );
 
-   if( s->surface == k_surface_prop_tiles )
+   if( (s->surface == k_surface_prop_tiles) &&
+       (s->state.activity < k_skate_activity_grind_any) )
       sidechain_amt = 1.0f;
    else
       sidechain_amt = 0.0f;
 
    audio_set_lfo_frequency( 0, hz );
    audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, 
-                        vg_lerpf( 250.0f, 80.0f, attn ) );
+                          vg_lerpf( 250.0f, 80.0f, attn ) );
+
+   if( s->sample_change_cooldown > 0.0f ){
+      s->sample_change_cooldown -= vg.time_frame_delta;
+   }
+   else{
+      int sample_type = k_skate_sample_concrete;
+
+      if( s->state.activity == k_skate_activity_grind_5050 ){
+         if( s->surface == k_surface_prop_metal )
+            sample_type = k_skate_sample_metal_scrape_generic;
+         else
+            sample_type = k_skate_sample_concrete_scrape_metal;
+      }
+      else if( (s->state.activity == k_skate_activity_grind_back50) ||
+               (s->state.activity == k_skate_activity_grind_front50) )
+      {
+         if( s->surface == k_surface_prop_metal ){
+            sample_type = k_skate_sample_metal_scrape_generic;
+         }
+         else{
+            float a = v3_dot( player->rb.to_world[2], s->grind_dir );
+            if( fabsf(a) > 0.70710678118654752f )
+               sample_type = k_skate_sample_concrete_scrape_wood;
+            else 
+               sample_type = k_skate_sample_concrete_scrape_metal;
+         }
+      }
+      else if( s->state.activity == k_skate_activity_grind_boardslide ){
+         if( s->surface == k_surface_prop_metal )
+            sample_type = k_skate_sample_metal_scrape_generic;
+         else
+            sample_type = k_skate_sample_concrete_scrape_wood;
+      }
+
+      audio_clip *relevant_samples[] = {
+         &audio_board[0],
+         &audio_board[0],
+         &audio_board[7],
+         &audio_board[6],
+         &audio_board[5]
+      };
+
+      if( (s->main_sample_type != sample_type) || (!s->aud_main) ){
+         s->aud_main = 
+            audio_channel_crossfade( s->aud_main, relevant_samples[sample_type],
+                                     0.06f, flags );
+         s->sample_change_cooldown = 0.1f;
+         s->main_sample_type = sample_type;
+      }
+   }
 
    if( s->aud_main ){
       s->aud_main->colour = 0x00103efe;
       audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
-      audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+      //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+      audio_channel_edit_volume( s->aud_main, vol_main, 1 );
       audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
 
       float rate = 1.0f + (attn-0.5f)*0.2f;
@@ -1097,14 +1278,16 @@ VG_STATIC void player__skate_post_update( player_instance *player )
    if( s->aud_slide ){
       s->aud_slide->colour = 0x00103efe;
       audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
-      audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+      //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+      audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
       audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
    }
 
    if( s->aud_air ){
       s->aud_air->colour = 0x00103efe;
       audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
-      audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+      //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+      audio_channel_edit_volume( s->aud_air, vol_air, 1 );
    }
 
    audio_unlock();
@@ -1121,10 +1304,9 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 VG_STATIC 
 int skate_compute_surface_alignment( player_instance *player,
                                      v3f ra, u32 colour,
-                                     v3f surface_normal, v3f axel_dir )
-{
+                                     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 );
@@ -1142,8 +1324,7 @@ int skate_compute_surface_alignment( player_instance *player,
 
    int res_l = 0, res_r = 0;
 
-   for( int i=0; i<8; i++ )
-   {
+   for( int i=0; i<8; i++ ){
       float t = 1.0f - (float)i * (1.0f/8.0f);
       v3_muladds( truck, player->rb.to_world[0], -k_board_radius*t, left );
       v3_muladds( left,  player->rb.to_world[1],  k_board_radius,   left );
@@ -1155,8 +1336,7 @@ int skate_compute_surface_alignment( player_instance *player,
          break;
    }
 
-   for( int i=0; i<8; i++ )
-   {
+   for( int i=0; i<8; i++ ){
       float t = 1.0f - (float)i * (1.0f/8.0f);
       v3_muladds( truck, player->rb.to_world[0],  k_board_radius*t, right );
       v3_muladds( right, player->rb.to_world[1],  k_board_radius,   right );
@@ -1174,20 +1354,17 @@ int skate_compute_surface_alignment( player_instance *player,
    v3_muladds( truck, player->rb.to_world[1], -k_board_radius, midpoint );
    v3_zero( tangent_average );
 
-   if( res_l || res_r )
-   {
+   if( res_l || res_r ){
       v3f p0, p1, t;
       v3_copy( midpoint, p0 );
       v3_copy( midpoint, p1 );
 
-      if( res_l ) 
-      {
+      if( res_l ){
          v3_copy( ray_l.pos, p0 );
          v3_cross( ray_l.normal, player->rb.to_world[0], t );
          v3_add( t, tangent_average, tangent_average );
       }
-      if( res_r )
-      {
+      if( res_r ){
          v3_copy( ray_r.pos, p1 );
          v3_cross( ray_r.normal, player->rb.to_world[0], t );
          v3_add( t, tangent_average, tangent_average );
@@ -1196,19 +1373,17 @@ int skate_compute_surface_alignment( player_instance *player,
       v3_sub( p1, p0, v0 );
       v3_normalize( v0 );
    }
-   else
-   {
+   else{
       /* fallback: use the closes point to the trucks */
       v3f closest;
       int idx = bh_closest_point( world->geo_bh, midpoint, closest, 0.1f );
 
-      if( idx != -1 )
-      {
-         u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
+      if( idx != -1 ){
+         u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
          v3f verts[3];
 
          for( int j=0; j<3; j++ )
-            v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
+            v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
 
          v3f vert0, vert1, n;
          v3_sub( verts[1], verts[0], vert0 );
@@ -1244,46 +1419,38 @@ int skate_compute_surface_alignment( player_instance *player,
    return 1;
 }
 
-VG_STATIC void skate_weight_distribute( player_instance *player )
-{
+VG_STATIC void skate_weight_distribute( player_instance *player ){
    struct player_skate *s = &player->_skate;
    v3_zero( s->weight_distribution );
 
    int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
 
-   if( s->state.manual_direction == 0 )
-   {
-      if( (player->input_js1v->axis.value > 0.7f) && 
-          (s->state.activity == k_skate_activity_ground) &&
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+
+   if( s->state.manual_direction == 0 ){
+      if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
           (s->state.jump_charge <= 0.01f) )
          s->state.manual_direction = reverse_dir;
    }
-   else
-   {
-      if( player->input_js1v->axis.value < 0.1f )
-      {
+   else{
+      if( steer[1] < 0.1f ){
          s->state.manual_direction = 0;
       }
-      else
-      {
-         if( reverse_dir != s->state.manual_direction )
-         {
+      else{
+         if( reverse_dir != s->state.manual_direction ){
             return;
          }
       }
    }
 
-   if( s->state.manual_direction )
-   {
-      float amt = vg_minf( player->input_js1v->axis.value * 8.0f, 1.0f );
+   if( s->state.manual_direction ){
+      float amt = vg_minf( steer[1] * 8.0f, 1.0f );
       s->weight_distribution[2] = k_board_length * amt * 
                                           (float)s->state.manual_direction;
    }
 
-   /* TODO: Fall back on land normal */
-   /* TODO: Lerp weight distribution */
-   if( s->state.manual_direction )
-   {
+   if( s->state.manual_direction ){
       v3f plane_z;
 
       m3x3_mulv( player->rb.to_world, s->weight_distribution, plane_z );
@@ -1310,12 +1477,10 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
    }
 }
 
-VG_STATIC void skate_adjust_up_direction( player_instance *player )
-{
+VG_STATIC void skate_adjust_up_direction( player_instance *player ){
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity == k_skate_activity_ground )
-   {
+   if( s->state.activity == k_skate_activity_ground ){
       v3f target;
       v3_copy( s->surface_picture, target );
 
@@ -1325,20 +1490,17 @@ 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 );
    }
 }
 
-VG_STATIC int skate_point_visible( v3f origin, v3f target )
-{
+VG_STATIC int skate_point_visible( v3f origin, v3f target ){
    v3f dir;
    v3_sub( target, origin, dir );
    
@@ -1347,23 +1509,20 @@ 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;
 }
 
-VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
-{
-   /* TODO: Is N and Dir really orthogonal? */
+VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx ){
    v3_copy( inf->dir, mtx[0] );
    v3_copy( inf->n, mtx[1] );
    v3_cross( mtx[0], mtx[1], mtx[2] );
 }
 
 VG_STATIC void skate_grind_friction( player_instance *player,
-                                     struct grind_info *inf, float strength )
-{
+                                     struct grind_info *inf, float strength ){
    v3f v2;
    v3_muladds( player->rb.to_world[2], inf->n, 
                -v3_dot( player->rb.to_world[2], inf->n ), v2 );
@@ -1376,8 +1535,7 @@ VG_STATIC void skate_grind_friction( player_instance *player,
 }
 
 VG_STATIC void skate_grind_decay( player_instance *player,
-                                  struct grind_info *inf, float strength )
-{
+                                  struct grind_info *inf, float strength ){
    m3x3f mtx, mtx_inv;
    skate_grind_orient( inf, mtx );
    m3x3_transpose( mtx, mtx_inv );
@@ -1392,11 +1550,10 @@ VG_STATIC void skate_grind_decay( player_instance *player,
 
 VG_STATIC void skate_grind_truck_apply( player_instance *player,
                                         float sign, struct grind_info *inf,
-                                        float strength )
-{
+                                        float strength ){
    struct player_skate *s = &player->_skate;
 
-   /* TODO: Trash compactor this */
+   /* REFACTOR */
    v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
    v3f raw, wsp;
    m3x3_mulv( player->rb.to_world, ra, raw );
@@ -1435,9 +1592,10 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
    v3_normalize( target_fwd );
    v3_normalize( fwd );
 
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
 
-   float way = player->input_js1v->axis.value *
-                  vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+   float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
 
    v4f q;
    q_axis_angle( q, axis, VG_PIf*0.125f * way );
@@ -1480,6 +1638,10 @@ 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  );
@@ -1487,11 +1649,12 @@ VG_STATIC void skate_5050_apply( player_instance *player,
    v3_normalize( axis );
 
    v3_cross( axis, inf_avg.dir, inf_avg.n );
-   
    skate_grind_decay( player, &inf_avg, 1.0f );
 
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
 
-   float way = player->input_js1v->axis.value *
+   float way = steer[1] *
                   vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
    v4f q;
    v3f up, target_up;
@@ -1507,6 +1670,8 @@ 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,
@@ -1523,6 +1688,8 @@ 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 },
@@ -1584,7 +1751,7 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
 {
    struct player_skate *s = &player->_skate;
 
-   /* TODO: Trash compactor this */
+   /* REFACTOR */
    v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
 
    v3f raw, wsp;
@@ -1655,7 +1822,7 @@ VG_STATIC void skate_boardslide_apply( player_instance *player,
                intersection );
    v3_copy( intersection, s->weight_distribution );
 
-   skate_grind_decay( player, inf, 0.1f );
+   skate_grind_decay( player, inf, 0.0125f );
    skate_grind_friction( player, inf, 0.25f );
 
    /* direction alignment */
@@ -1667,6 +1834,10 @@ VG_STATIC void skate_boardslide_apply( player_instance *player,
    m3x3_mulv( player->rb.to_world, dir, dir );
    m3x3_mulv( player->rb.to_world, perp, perp );
 
+   v4f qbalance;
+   q_axis_angle( qbalance, dir, local_co[0]*k_grind_balance );
+   q_mulv( qbalance, perp, perp );
+
    rb_effect_spring_target_vector( &player->rb, player->rb.to_world[0],
                                     dir, 
                                     k_grind_spring, k_grind_dampener,
@@ -1698,7 +1869,7 @@ 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;
@@ -1726,8 +1897,7 @@ VG_STATIC int skate_boardslide_renew( player_instance *player,
    if( !skate_point_visible( vis, inf->co ) )
       return 0;
 
-   /* Exit condition: minimum velocity not reached, but allow a bit of error 
-    * TODO: trash compactor */
+   /* Exit condition: minimum velocity not reached, but allow a bit of error */
    float dv   = fabsf(v3_dot( player->rb.v, inf->dir )),
          minv = k_grind_axel_min_vel*0.8f;
 
@@ -1761,10 +1931,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
+   if( s->state.grind_cooldown > 100 ){
+      vg_fatal_error( "wth!\n" );
+   }
+
    /* debounces this state manager a little bit */
-   if( s->frames_since_activity_change < 10 )
-   {
-      s->frames_since_activity_change ++;
+   if( s->state.grind_cooldown ){
+      s->state.grind_cooldown --;
       return k_skate_activity_undefined;
    }
 
@@ -1776,34 +1949,61 @@ 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 )
+   int allow_back  = 1,
+       allow_front = 1;
+
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+
+   if( s->state.activity == k_skate_activity_grind_5050 || 
+       s->state.activity == k_skate_activity_grind_back50 ||
+       s->state.activity == k_skate_activity_grind_front50 )
    {
+      float tilt = steer[1];
+
+      if( fabsf(tilt) >= 0.25f ){
+         v3f raw = {0.0f,0.0f,tilt};
+         m3x3_mulv( player->rb.to_world, raw, raw );
+
+         float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) );
+
+         if( way < 0.0f ) allow_front = 0;
+         else allow_back = 0;
+      }
+   }
+
+   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 );
+
+      if( allow_front )
+         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 );
+
+      if( allow_back )
+         res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
    }
-   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 if( s->state.activity == k_skate_activity_grind_5050 ){
+      if( allow_front )
+         res_front50 = skate_grind_truck_renew( player, -1.0f, &inf_front50 );
+      if( allow_back )
+         res_back50  = skate_grind_truck_renew( 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 )
-      {
-         int wants_to_do_that = fabsf(player->input_js1v->axis.value) >= 0.25f;
+      if( allow_back )
+         res_back50  = skate_grind_truck_entry( player,  1.0f, &inf_back50 );
+
+      if( allow_front )
+         res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
+
+      if( res_back50 != res_front50 ){
+         int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
 
          res_back50  &= wants_to_do_that;
          res_front50 &= wants_to_do_that;
@@ -1825,24 +2025,22 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    }
    , new_activity = table[ res_slide << 2 | res_back50 << 1 | res_front50 ];
 
-   if(      new_activity == k_skate_activity_undefined )
-   {
-      if( s->state.activity >= k_skate_activity_grind_any )
-         s->frames_since_activity_change = 0;
+   if(      new_activity == k_skate_activity_undefined ){
+      if( s->state.activity >= k_skate_activity_grind_any ){
+         s->state.grind_cooldown = 15;
+         s->state.surface_cooldown = 10;
+      }
    }
-   else if( new_activity == k_skate_activity_grind_boardslide )
-   {
+   else if( new_activity == k_skate_activity_grind_boardslide ){
       skate_boardslide_apply( player, &inf_slide );
    }
-   else if( new_activity == k_skate_activity_grind_back50 )
-   {
+   else if( new_activity == k_skate_activity_grind_back50 ){
       if( s->state.activity != k_skate_activity_grind_back50 )
          skate_store_grind_vec( player, &inf_back50 );
 
       skate_grind_truck_apply( player,  1.0f, &inf_back50, 1.0f );
    }
-   else if( new_activity == k_skate_activity_grind_front50 )
-   {
+   else if( new_activity == k_skate_activity_grind_front50 ){
       if( s->state.activity != k_skate_activity_grind_front50 )
          skate_store_grind_vec( player, &inf_front50 );
 
@@ -1857,10 +2055,21 @@ 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
    {
@@ -1891,6 +2100,30 @@ 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;
+         m4x3_mulv( player->rb.to_world, wheels[i].pos, wpos );
+
+         if( bh_closest_point( world->geo_bh, wpos, closest, min_dist ) != -1 ){
+            min_dist = vg_minf( min_dist, v3_dist( closest, wpos ) );
+         }
+      }
+      min_dist -= 0.2f;
+      float vy = v3_dot( player->basis[1], player->rb.v );
+            vy = vg_maxf( 0.0f, vy );
+
+      slap = vg_clampf( (min_dist/0.5f) + vy, 0.0f, 1.0f )*0.3f;
+   }
+   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;
+
+
    const int k_wheel_count = 2;
 
    s->substep = k_rb_delta;
@@ -1901,20 +2134,22 @@ VG_STATIC void player__skate_update( player_instance *player )
 
    v3_zero( s->surface_picture );
 
-   for( int i=0; i<k_wheel_count; i++ )
+   int prev_contacts[2];
+
+   for( int i=0; i<k_wheel_count; i++ ){
       wheels[i].state = k_collider_state_default;
+      prev_contacts[i] = s->wheel_contacts[i];
+   }
 
    /* check if we can enter or continue grind */
    enum skate_activity grindable_activity = skate_availible_grind( player );
-   if( grindable_activity != k_skate_activity_undefined )
-   {
+   if( grindable_activity != k_skate_activity_undefined ){
       s->state.activity = grindable_activity;
       goto grinding;
    }
 
    int contact_count = 0;
-   for( int i=0; i<2; i++ )
-   {
+   for( int i=0; i<2; i++ ){
       v3f normal, axel;
       v3_copy( player->rb.to_world[0], axel );
 
@@ -1928,13 +2163,33 @@ VG_STATIC void player__skate_update( player_instance *player )
 
          v3_add( normal, s->surface_picture, s->surface_picture );
          contact_count ++;
+         s->wheel_contacts[i] = 1;
+      }
+      else{
+         s->wheel_contacts[i] = 0;
       }
 
       m3x3_mulv( player->rb.to_local, axel, s->truckv0[i] );
    }
 
-   if( contact_count )
-   {
+   if( s->state.surface_cooldown ){
+      s->state.surface_cooldown --;
+      contact_count = 0;
+   }
+
+   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( player->rb.to_world, wheels[i].pos, co );
+            audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
+         }
+      }
+      audio_unlock();
+   }
+
+   if( contact_count ){
       s->state.activity = k_skate_activity_ground;
       s->state.gravity_bias = k_gravity;
       v3_normalize( s->surface_picture );
@@ -1942,9 +2197,10 @@ VG_STATIC void player__skate_update( player_instance *player )
       skate_apply_friction_model( player );
       skate_weight_distribute( player );
    }
-   else
-   {
-      s->state.activity = k_skate_activity_air;
+   else{
+      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 );
    }
@@ -1955,8 +2211,7 @@ grinding:;
       wheels[1].state = k_collider_state_disabled;
    if( s->state.activity == k_skate_activity_grind_front50 )
       wheels[0].state = k_collider_state_disabled;
-   if( s->state.activity == k_skate_activity_grind_5050 )
-   {
+   if( s->state.activity == k_skate_activity_grind_5050 ){
       wheels[0].state = k_collider_state_disabled;
       wheels[1].state = k_collider_state_disabled;
    }
@@ -1986,8 +2241,7 @@ begin_collision:;
    v4f future_q;
    v3_muladds( player->rb.co, player->rb.v, s->substep, future_co );
 
-   if( v3_length2( player->rb.w ) > 0.0f )
-   {
+   if( v3_length2( player->rb.w ) > 0.0f ){
       v4f rotation;
       v3f axis;
       v3_copy( player->rb.w, axis );
@@ -2009,8 +2263,7 @@ begin_collision:;
    /* calculate the minimum time we can move */
    float max_time = s->substep;
 
-   for( int i=0; i<k_wheel_count; i++ )
-   {
+   for( int i=0; i<k_wheel_count; i++ ){
       if( wheels[i].state == k_collider_state_disabled )
          continue;
 
@@ -2041,8 +2294,7 @@ begin_collision:;
 
    /* integrate */
    v3_muladds( player->rb.co, player->rb.v, s->substep_delta, player->rb.co );
-   if( v3_length2( player->rb.w ) > 0.0f )
-   {
+   if( v3_length2( player->rb.w ) > 0.0f ){
       v4f rotation;
       v3f axis;
       v3_copy( player->rb.w, axis );
@@ -2065,8 +2317,7 @@ begin_collision:;
    s->substep -= s->substep_delta;
 
    rb_ct manifold[128];
-   int manifold_len   = 0;
-
+   int manifold_len = 0;
    /*
     * Phase -1: head detection
     * --------------------------------------------------------------------------
@@ -2091,8 +2342,7 @@ begin_collision:;
     * --------------------------------------------------------------------------
     */
 
-   for( int i=0; i<k_wheel_count; i++ )
-   {
+   for( int i=0; i<k_wheel_count; i++ ){
       if( wheels[i].state == k_collider_state_disabled )
          continue;
 
@@ -2119,7 +2369,7 @@ 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, mtx[3] );
+               grind_radius + k_board_radius*0.25f+s->state.slap, mtx[3] );
 
    rb_ct *cman = &manifold[manifold_len];
 
@@ -2134,17 +2384,19 @@ begin_collision:;
 
    manifold_len += l;
 
-   debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+   if( vg_lines.draw )
+      vg_line_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
 
    /* add limits */
-   for( int i=0; i<s->limit_count; i++ )
-   {
-      struct grind_limit *limit = &s->limits[i];
-      rb_ct *ct = &manifold[ manifold_len ++ ];
-      m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
-      m3x3_mulv( player->rb.to_world, limit->n, ct->n );
-      ct->p = limit->p;
-      ct->type = k_contact_type_default;
+   if( s->state.activity >= k_skate_activity_grind_any ){
+      for( int i=0; i<s->limit_count; i++ ){
+         struct grind_limit *limit = &s->limits[i];
+         rb_ct *ct = &manifold[ manifold_len ++ ];
+         m4x3_mulv( player->rb.to_world, limit->ra, ct->co );
+         m3x3_mulv( player->rb.to_world, limit->n, ct->n );
+         ct->p = limit->p;
+         ct->type = k_contact_type_default;
+      }
    }
 
    /* 
@@ -2155,10 +2407,9 @@ 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 ++ )
-   {
+   for( int i=0; i<manifold_len; i ++ ){
       rb_prepare_contact( &manifold[i], s->substep_delta );
       rb_debug_contact( &manifold[i] );
    }
@@ -2188,10 +2439,8 @@ begin_collision:;
    m3x3_mul( iI, player->rb.to_local, iIw );
    m3x3_mul( player->rb.to_world, iIw, iIw );
 
-   for( int j=0; j<10; j++ )
-   {
-      for( int i=0; i<manifold_len; i++ )
-      {
+   for( int j=0; j<10; j++ ){
+      for( int i=0; i<manifold_len; i++ ){
          /* 
           * regular dance; calculate velocity & total mass, apply impulse.
           */
@@ -2220,6 +2469,7 @@ 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 );
@@ -2246,13 +2496,31 @@ 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++ ){
       rb_ct *ct = &manifold[i];
       struct world_surface *surf = world_contact_surface( world, ct );
 
-      if( surf->info.surface_prop != k_surface_prop_concrete )
+      if( surf->info.surface_prop > s->surface )
          s->surface = surf->info.surface_prop;
    }
 
@@ -2260,13 +2528,13 @@ 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 );
@@ -2284,40 +2552,49 @@ 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;
       player__pass_gate( player, gate );
    }
 
    /* FIXME: Rate limit */
    static int stick_frames = 0;
 
-   if( s->state.activity == k_skate_activity_ground )
+   if( s->state.activity >= k_skate_activity_ground )
       stick_frames ++;
    else
       stick_frames = 0;
 
+   if( stick_frames >  5 ) stick_frames =  5;
 
-   if( stick_frames == 4 )
-   {
+   if( stick_frames == 4 ){
       audio_lock();
-      if( (fabsf(s->state.slip) > 0.75f) )
-      {
-         audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, 
-                           40.0f, 1.0f );
+
+      if( s->state.activity == k_skate_activity_ground ){
+         if( (fabsf(s->state.slip) > 0.75f) ){
+            audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co, 
+                              40.0f, 1.0f );
+         }
+         else{
+            audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co, 
+                              40.0f, 1.0f );
+         }
       }
-      else
-      {
-         audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, 
-                           40.0f, 1.0f );
+      else if( s->surface == k_surface_prop_metal ){
+         audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
       }
+      else{
+         audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
+      }
+
       audio_unlock();
+   } else if( stick_frames == 0 ){
+      
    }
 }
 
-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],
@@ -2332,12 +2609,12 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
    const char *activity_txt[] = 
    {
       "air",
+      "air_to_grind",
       "ground",
       "undefined (INVALID)",
       "grind_any (INVALID)",
       "grind_boardslide",
-      "grind_noseslide",
-      "grind_tailslide",
+      "grind_metallic (INVALID)",
       "grind_back50",
       "grind_front50",
       "grind_5050"
@@ -2361,19 +2638,16 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
                            s->state.trick_euler[2] );
 }
 
-VG_STATIC void player__skate_animate( player_instance *player,
-                                     player_animation *dest )
-{
+VG_STATIC void player__skate_animate( player_instance *player ){
    struct player_skate *s = &player->_skate;
-   struct player_avatar *av = player->playeravatar;
-   struct skeleton *sk = &av->sk;
+   struct player_skate_state *state = &player->_skate.state;
+   struct player_skate_animator *animator = &s->animator;
 
    /* Head */
    float kheight = 2.0f,
          kleg = 0.6f;
 
-   v3f offset;
-   v3_zero( offset );
+   v3_zero( animator->offset );
 
    v3f cog_local, cog_ideal;
    m4x3_mulv( player->rb.to_local, s->state.cog, cog_local );
@@ -2382,28 +2656,35 @@ VG_STATIC void player__skate_animate( player_instance *player,
    v3_normalize( cog_ideal );
    m3x3_mulv( player->rb.to_local, cog_ideal, cog_ideal );
 
-   v3_sub( cog_ideal, cog_local, offset );
+   v3_sub( cog_ideal, cog_local, animator->offset );
 
-
-   v3_muls( offset, 4.0f, offset );
-   offset[1] *= -1.0f;
+   v3_muls( animator->offset, 4.0f, animator->offset );
+   animator->offset[1] *= -1.0f;
 
    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);
+   animator->wobble[0] = vg_lerpf( animator->wobble[0], kicks*kicks*sign, 
+                                   6.0f*vg.time_delta);
+   animator->wobble[1] = vg_lerpf( animator->wobble[1], animator->wobble[0], 
+                                   2.4f*vg.time_delta);
+
+   animator->offset[0] *= 0.26f;
+   animator->offset[0] += animator->wobble[1]*3.0f;
 
-   offset[0] *= 0.26f;
-   offset[0] += s->wobble[1]*3.0f;
+   animator->offset[1] *= -0.3f;
+   animator->offset[2] *= 0.01f;
 
-   offset[1] *= -0.3f;
-   offset[2] *= 0.01f;
+   animator->offset[0]=vg_clampf(animator->offset[0],-0.8f,0.8f)*
+                                 (1.0f-fabsf(animator->slide)*0.9f);
+   animator->offset[1]=vg_clampf(animator->offset[1],-0.5f,0.0f);
 
-   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( animator->offset, 0.3f, player->cam_control.tpv_offset_extra );
+
+   /* localized vectors */
+   m4x3_mulv( player->rb.to_local, s->state.cog, animator->local_cog );
 
    /* 
     * Animation blending
@@ -2412,271 +2693,429 @@ VG_STATIC void player__skate_animate( player_instance *player,
    
    /* sliding */
    {
-      float 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);
+      float desired = 0.0f;
+      if( s->state.activity == k_skate_activity_ground )
+         desired = vg_clampf( fabsf( s->state.slip ), 0.0f, 1.0f );
+
+      animator->slide = vg_lerpf( animator->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,
-            fly  = iair?                    1.0f: 0.0f,
-            wdist= s->weight_distribution[2] / k_board_length;
+   float dirz = s->state.reverse > 0.0f? 0.0f: 1.0f,
+         dirx = s->state.slip < 0.0f?    0.0f: 1.0f,
+         fly  = iair?                    1.0f: 0.0f,
+         wdist= s->weight_distribution[2] / k_board_length;
 
-      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_weight= vg_lerpf( s->blend_weight, wdist, 9.0f*vg.time_delta );
-   }
+   if( s->state.activity >= k_skate_activity_grind_any )
+      wdist = 0.0f;
 
-   mdl_keyframe apose[32], bpose[32];
-   mdl_keyframe ground_pose[32];
-   {
-      /* 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 );
+   animator->z      = vg_lerpf( animator->z,      dirz,  2.4f*vg.time_delta );
+   animator->x      = vg_lerpf( animator->x,      dirx,  0.6f*vg.time_delta );
+   animator->fly    = vg_lerpf( animator->fly,    fly,   3.4f*vg.time_delta );
+   animator->weight = vg_lerpf( animator->weight, wdist, 9.0f*vg.time_delta );
 
-      /* stand/crouch */
-      float dir_frame   = s->blend_z * (15.0f/30.0f),
-            stand_blend = offset[1]*-2.0f;
+   float stand = 1.0f - vg_clampf( curspeed * 0.03f, 0.0f, 1.0f );
+   animator->stand  = vg_lerpf( animator->stand, stand, 6.0f*vg.time_delta );
+   animator->reverse = s->state.reverse;
 
-      v3f local_cog;
-      m4x3_mulv( player->rb.to_local, s->state.cog, local_cog );
+   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;
+   }
 
-      stand_blend = vg_clampf( 1.0f-local_cog[1], 0, 1 );
+   /* grinding */
+   f32 grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
+   animator->grind = vg_lerpf( animator->grind,  grind, 5.0f*vg.time_delta );
 
-      skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
-      skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
+   f32 grind_frame = 0.5f;
 
-      /* sliding */
-      float slide_frame = s->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 );
-
-      /* pushing */
-      double push_time = vg.time - s->state.start_push;
-      s->blend_push = vg_lerpf( s->blend_push,
-                               (vg.time - s->state.cur_push) < 0.125,
-                               6.0f*vg.time_delta );
-
-      float pt = push_time + vg.accumulator;
-      if( s->state.reverse > 0.0f )
-         skeleton_sample_anim( sk, s->anim_push, pt, bpose );
-      else
-         skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+   if( s->state.activity == k_skate_activity_grind_front50 )
+      grind_frame = 0.0f;
+   else if( s->state.activity == k_skate_activity_grind_back50 )
+      grind_frame = 1.0f;
+
+   animator->grind_balance = vg_lerpf( animator->grind_balance, grind_frame, 
+                                5.0f*vg.time_delta );
+
+   /* pushing */
+   animator->push_time = vg.time - s->state.start_push;
+   animator->push = vg_lerpf( animator->push, 
+                              (vg.time - s->state.cur_push) < 0.125,
+                              6.0f*vg.time_delta );
+
+   /* jumping */
+   animator->jump_charge = s->state.jump_charge;
+   animator->jump = vg_lerpf( animator->jump, animator->jump_charge, 
+                              8.4f*vg.time_delta );
+
+   /* trick setup */
+   animator->jump_dir = s->state.jump_dir;
+   f32 jump_start_frame = 14.0f/30.0f;
+   animator->jump_time = animator->jump_charge * jump_start_frame;
+   f32 jump_frame = (vg.time - s->state.jump_time) + jump_start_frame;
+   if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
+      animator->jump_time = jump_frame;
+
+   /* trick */
+   float jump_t = vg.time-s->state.jump_time;
+   float k=17.0f;
+   float h = k*jump_t;
+   float extra = h*exp(1.0-h) * (s->state.jump_dir?1.0f:-1.0f);
+         extra *= s->state.slap * 4.0f;
+
+   v3_add( s->state.trick_euler, s->state.trick_residuald, 
+            animator->board_euler );
+   v3_muls( animator->board_euler, VG_TAUf, animator->board_euler );
+
+   animator->board_euler[0] *= 0.5f;
+   animator->board_euler[1] += extra;
+   animator->trick_type = s->state.trick_type;
+
+   /* board lean */
+   f32 lean1, lean2 = animator->steer[0] * animator->reverse * -0.36f,
+       lean;
+
+   lean1 = animator->slide * animator->delayed_slip_dir;
+   if( fabsf(lean1)>fabsf(lean2) ) lean = lean1;
+   else                            lean = lean2;
+
+   if( ((int)roundf(animator->board_euler[0]/VG_PIf)) % 2 ) lean = -lean;
+   lean = vg_clampf( lean, -1.0f, 1.0f );
+   animator->board_lean = 
+      vg_lerpf(animator->board_lean, lean, vg.time_delta*18.0f);
+
+   /* feet placement */
+   struct player_board *board = 
+      addon_cache_item_if_loaded( k_addon_type_board,
+                                  player->board_view_slot );
+   if( board ){
+      if( animator->weight > 0.0f ){
+         animator->foot_offset[0] = 
+            board->truck_positions[k_board_truck_back][2]+0.3f;
+      }
+      else{
+         animator->foot_offset[1] = 
+            board->truck_positions[k_board_truck_front][2]-0.3f;
+      }
+   }
 
-      skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
+   f32 slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
+   animator->slap = s->state.slap;
+   animator->subslap = vg_lerpf( animator->subslap, slapm, 
+                                 vg.time_delta*10.0f );
 
-      /* trick setup */
-      float jump_start_frame = 14.0f/30.0f;
+   f32 l = ((s->state.activity < k_skate_activity_ground) &&
+             v3_length2(s->state.trick_vel) > 0.1f )? 1: 0;
+   animator->trick_foot = vg_lerpf( animator->trick_foot, l, 
+                                    8.4f*vg.time_delta );
 
-      float charge = s->state.jump_charge;
-      s->blend_jump = vg_lerpf( s->blend_jump, charge, 8.4f*vg.time_delta );
+   /* grab */
+   v2f grab_input;
+   joystick_state( k_srjoystick_grab, grab_input );
+   v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
 
-      float setup_frame = charge * jump_start_frame,
-            setup_blend = vg_minf( s->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) )
-         setup_frame = jump_frame;
+   if( v2_length2( grab_input ) <= 0.001f ) grab_input[0] = -1.0f;
+   else v2_normalize_clamp( grab_input );
+   v2_lerp( animator->grab, grab_input, 2.4f*vg.time_delta, animator->grab );
+   animator->grabbing = s->state.grabbing;
 
-      struct skeleton_anim *jump_anim = s->state.jump_dir?
-                                        s->anim_ollie:
-                                        s->anim_ollie_reverse;
+   /* steer */
+   joystick_state( k_srjoystick_steer, animator->steer );
 
-      skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
-   }
-   
-   mdl_keyframe air_pose[32];
-   {
-      float target = -player->input_js1h->axis.value;
-      s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
+   animator->airdir = vg_lerpf( animator->airdir, -animator->steer[0],
+                                2.4f*vg.time_delta );
       
-      float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
-      skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
 
-      static v2f grab_choice;
+   /* flip angle */
+   if( (s->state.activity <= k_skate_activity_air_to_grind) &&
+       (fabsf(s->state.flip_rate) > 0.01f) ){
+      float substep = vg.time_fixed_extrapolate;
+      float t     = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
+            sign  = vg_signf( t );
 
-      v2f grab_input = { player->input_js2h->axis.value,
-                         player->input_js2v->axis.value };
-      v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
-      if( v2_length2( grab_input ) <= 0.001f )
-         grab_input[0] = -1.0f;
-      else
-         v2_normalize_clamp( grab_input );
-      v2_lerp( grab_choice, grab_input, 2.4f*vg.time_delta, grab_choice );
+      t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
+      t  = sign * (1.0f-t*t);
 
-      float ang = atan2f( grab_choice[0], grab_choice[1] ),
-            ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
-            grab_frame = ang_unit * (15.0f/30.0f);
+      f32 angle = vg_clampf( t, -1.0f, 1.0f ) * VG_TAUf,
+          distm = s->state.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( animator->qflip, s->state.flip_axis, angle );
+   }
+   else 
+      q_identity( animator->qflip );
+
+   /* counter-rotation */
+   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" ); /* this never happens anymore? */
+         v4_copy( player->rb.q, s->state.smoothed_rotation );
+      }
+      v4_lerp( s->state.smoothed_rotation, player->rb.q, 
+               2.0f*vg.time_frame_delta,
+               s->state.smoothed_rotation );
+      q_normalize( s->state.smoothed_rotation );
 
-      skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, s->state.grabbing, air_pose );
-   }
+      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 );
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
+      f32 yaw_counter_rotate  = v3_dot(yaw_ref,yaw_smooth);
+          yaw_counter_rotate  = vg_clampf(yaw_counter_rotate,-0.7f,0.7f);
+          yaw_counter_rotate  = acosf( yaw_counter_rotate );
+          yaw_counter_rotate *= 1.0f-animator->fly;
 
-   float add_grab_mod = 1.0f - s->blend_fly;
+      v3f ndir;
+      m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
+      v3_normalize( ndir );
 
-   /* 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 };
+      v3f up = { 0.0f, 1.0f, 0.0f };
 
-      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;
-      }
+      float a = v3_dot( ndir, up );
+      a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
 
+      v3f axis;
+      v4f qcounteryaw, qfixup;
+      
+      v3_cross( up, ndir, axis );
+      q_axis_angle( qfixup, axis, a );
 
-      /* angle correction */
-      if( v3_length2( s->state.up_dir ) > 0.001f )
-      {
-         v3f ndir;
-         m3x3_mulv( player->rb.to_local, s->state.up_dir, ndir );
-         v3_normalize( ndir );
+      q_axis_angle( qcounteryaw, (v3f){0.0f,1.0f,0.0f}, yaw_counter_rotate );
+      q_mul( qcounteryaw, qfixup, animator->qfixuptotal );
+      q_normalize( animator->qfixuptotal );
 
-         v3f up = { 0.0f, 1.0f, 0.0f };
+      v3f p1, p2;
+      m3x3_mulv( player->rb.to_world, up, p1 );
+      m3x3_mulv( player->rb.to_world, ndir, p2 );
 
-         float a = v3_dot( ndir, up );
-         a = acosf( vg_clampf( a, -1.0f, 1.0f ) );
+      vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
+      vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
+   }
+   else q_identity( animator->qfixuptotal );
+   q_identity( animator->qfixuptotal );
+   rb_extrapolate( &player->rb, animator->root_co, animator->root_q );
+}
+                        
+VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ){
+   struct player_avatar *av = player->playeravatar;
+   struct skeleton *sk = &av->sk;
+   struct player_skate *s = &player->_skate;
+   struct player_skate_animator *animator = &s->animator;
+   pose->type = k_player_pose_type_ik;
+   v3_copy( animator->root_co, pose->root_co );
+   v4_copy( animator->root_q, pose->root_q );
 
-         v3f axis;
-         v4f q;
-         
-         v3_cross( up, ndir, axis );
-         q_axis_angle( q, axis, a );
+   /* transform */
+   v3f ext_up,ext_co;
+   q_mulv( pose->root_q, (v3f){0.0f,1.0f,0.0f}, ext_up );
+   v3_copy( pose->root_co, ext_co );
+   v3_muladds( pose->root_co, ext_up, -0.1f, pose->root_co );
+
+   /* apply flip rotation at midpoint */
+   q_mul( animator->qflip, pose->root_q, pose->root_q );
+   q_normalize( pose->root_q );
+
+   v3f rotation_point, rco;
+   v3_muladds( ext_co, ext_up, 0.5f, rotation_point );
+   v3_sub( pose->root_co, rotation_point, rco );
+   
+   q_mulv( animator->qflip, rco, rco );
+   v3_add( rco, rotation_point, pose->root_co );
 
-         mdl_keyframe *kf_hip = &dest->pose[av->id_hip-1];
-         
-         for( int i=0; i<vg_list_size(apply_to); i ++ )
-         {
-            mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
+   /* ANIMATIONS 
+    * ---------------------------------------------------------------------- */
 
-            v3f v0;
-            v3_sub( kf->co, kf_hip->co, v0 );
-            q_mulv( q, v0, v0 );
-            v3_add( v0, kf_hip->co, kf->co );
+   mdl_keyframe apose[32], bpose[32];
+   mdl_keyframe ground_pose[32];
+   {
+      /* stand/crouch */
+      f32 dir_frame   = animator->z * (15.0f/30.0f),
+          stand_blend = animator->offset[1]*-2.0f;
 
-            q_mul( q, kf->q, kf->q );
-            q_normalize( kf->q );
-         }
+      pose->board.lean = animator->board_lean;
 
-         v3f p1, p2;
-         m3x3_mulv( player->rb.to_world, up, p1 );
-         m3x3_mulv( player->rb.to_world, ndir, p2 );
+      stand_blend = vg_clampf( 1.0f-animator->local_cog[1], 0, 1 );
 
-         vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
-         vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
-      }
+      skeleton_sample_anim( sk, s->anim_stand, dir_frame, apose );
+      skeleton_sample_anim( sk, s->anim_highg, dir_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
 
+      /* sliding */
+      skeleton_sample_anim( sk, s->anim_slide, animator->x * 0.5f, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->slide, apose );
 
+      if( animator->reverse > 0.0f )
+         skeleton_sample_anim( sk, s->anim_push, animator->push_time, bpose );
+      else{
+         skeleton_sample_anim( sk, s->anim_push_reverse, animator->push_time, 
+                               bpose );
+      }
+      skeleton_lerp_pose( sk, apose, bpose, animator->push, apose );
 
-      mdl_keyframe *kf_board    = &dest->pose[av->id_board-1],
-                   *kf_foot_l   = &dest->pose[av->id_ik_foot_l-1],
-                   *kf_foot_r   = &dest->pose[av->id_ik_foot_r-1],
-                   *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
-                                    &dest->pose[av->id_wheel_l-1] };
+      struct skeleton_anim *jump_anim = animator->jump_dir?
+                                        s->anim_ollie:
+                                        s->anim_ollie_reverse;
 
-      v4f qtotal;
-      v4f qtrickr, qyawr, qpitchr, qrollr;
-      v3f eulerr;
+      f32 setup_blend = vg_minf( animator->jump, 1.0f );
+      skeleton_sample_anim_clamped( sk, jump_anim, animator->jump_time, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
+   }
+   
+   mdl_keyframe air_pose[32];
+   {
+      float air_frame = (animator->airdir*0.5f+0.5f) * (15.0f/30.0f);
+      skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
 
-      v3_muls( s->board_trick_residuald, VG_TAUf, eulerr );
+      float ang = atan2f( animator->grab[0], animator->grab[1] ),
+            ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
+            grab_frame = ang_unit * (15.0f/30.0f);
 
-      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] );
-      q_axis_angle( qrollr,  (v3f){0.0f,0.0f,1.0f}, eulerr[2] );
+      skeleton_sample_anim( sk, s->anim_grabs, grab_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->grabbing, air_pose );
+   }
 
-      q_mul( qpitchr, qrollr, qtrickr );
-      q_mul( qyawr, qtrickr, qtotal );
-      q_normalize( qtotal );
+   skeleton_lerp_pose( sk, ground_pose, air_pose, animator->fly, 
+                       pose->keyframes );
 
-      q_mul( qtotal, kf_board->q, kf_board->q );
+   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] };
 
 
-      /* trick rotation */
-      v4f qtrick, qyaw, qpitch, qroll;
-      v3f euler;
-      v3_muls( s->state.trick_euler, VG_TAUf, euler );
+   mdl_keyframe grind_pose[32];
+   {
+      f32 frame = animator->grind_balance * 0.5f;
 
-      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( qroll,  (v3f){0.0f,0.0f,1.0f}, euler[2] );
+      skeleton_sample_anim( sk, s->anim_grind, frame, apose );
+      skeleton_sample_anim( sk, s->anim_grind_jump, frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, animator->jump, grind_pose );
+   }
+   skeleton_lerp_pose( sk, pose->keyframes, grind_pose, 
+                       animator->grind, pose->keyframes );
+   float add_grab_mod = 1.0f - animator->fly;
 
-      q_mul( qpitch, qroll, qtrick );
-      q_mul( qyaw, qtrick, qtrick );
-      q_mul( kf_board->q, qtrick, kf_board->q );
-      q_normalize( kf_board->q );
+   /* 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 };
 
-      /* foot weight distribution */
-      if( s->blend_weight > 0.0f )
-      {
-         kf_foot_l->co[2] += s->blend_weight * 0.2f;
-         kf_foot_r->co[2] += s->blend_weight * 0.1f;
-      }
-      else
-      {
-         kf_foot_r->co[2] += s->blend_weight * 0.3f;
-         kf_foot_l->co[2] += s->blend_weight * 0.1f;
-      }
+   float apply_rates[] = { 1.0f,
+                           0.75f,
+                           0.75f,
+                           0.75f,
+                           0.75f };
 
-      /* truck rotation */
-      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] );
+   for( int i=0; i<vg_list_size(apply_to); i ++ ){
+      pose->keyframes[apply_to[i]-1].co[0] += animator->offset[0]*add_grab_mod;
+      pose->keyframes[apply_to[i]-1].co[2] += animator->offset[2]*add_grab_mod;
+   }
 
-         v4f q;
-         q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
-         q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
-         q_normalize( kf_wheels[i]->q );
-      }
+   /* angle 'correction' */
+   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 = &pose->keyframes[apply_to[i]-1];
+      keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+                              animator->qfixuptotal );
    }
 
-   /* transform */
-   rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
-   v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
+   /* trick rotation */
+   v4f qtrick, qyaw, qpitch, qroll;
+   q_axis_angle( qyaw,   (v3f){0.0f,1.0f,0.0f}, animator->board_euler[0] );
+   q_axis_angle( qpitch, (v3f){1.0f,0.0f,0.0f}, animator->board_euler[1] );
+   q_axis_angle( qroll,  (v3f){0.0f,0.0f,1.0f}, animator->board_euler[2] );
 
-   float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+   q_mul( qyaw, qroll, qtrick );
+   q_mul( qpitch, qtrick, qtrick );
+   q_mul( kf_board->q, qtrick, kf_board->q );
+   q_normalize( kf_board->q );
 
-   v4f qflip;
-   if( (s->state.activity == k_skate_activity_air) &&
-       (fabsf(s->state.flip_rate) > 0.01f) )
-   {
-      float t     = s->state.flip_time;
-            sign  = vg_signf( t );
+   kf_foot_l->co[2] = vg_lerpf( kf_foot_l->co[2], animator->foot_offset[0],
+                                 0.5f * animator->weight );
+   kf_foot_r->co[2] = vg_lerpf( kf_foot_r->co[2], animator->foot_offset[1],
+                                -0.5f * animator->weight );
 
-      t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
-      t  = sign * (1.0f-t*t);
+   kf_foot_l->co[1] += animator->slap;
+   kf_foot_r->co[1] += animator->slap;
+   kf_knee_l->co[1] += animator->slap;
+   kf_knee_r->co[1] += animator->slap;
+   kf_board->co[1]  += animator->slap * animator->subslap;
+   kf_hip->co[1] += animator->slap * 0.25f;
 
-      float angle = vg_clampf( t, -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 );
+   if( animator->trick_type == k_trick_type_kickflip ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+   }
+   else if( animator->trick_type == k_trick_type_shuvit ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.1f;
+      kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+   }
+   else if( animator->trick_type == k_trick_type_treflip ){
+      kf_foot_l->co[0] += animator->trick_foot * 0.2f;
+      kf_foot_r->co[0] -= animator->trick_foot * 0.15f;
+   }
 
-      angle = vg_lerpf( angle, vg_signf(s->state.flip_rate) * VG_TAUf, blend );
+   /* 
+    * 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.
+    */
 
-      q_axis_angle( qflip, s->state.flip_axis, angle );
-      q_mul( qflip, dest->root_q, dest->root_q );
-      q_normalize( dest->root_q );
+   /* truck rotation */
+   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] );
 
-      v3f rotation_point, rco;
-      v3_muladds( player->rb.co, player->rb.to_world[1], 0.5f, rotation_point );
-      v3_sub( dest->root_co, rotation_point, rco );
-      
-      q_mulv( qflip, rco, rco );
-      v3_add( rco, rotation_point, dest->root_co );
+      v4f q;
+      q_axis_angle( q, (v3f){0.0f,0.0f,1.0f}, a );
+      q_mul( q, kf_wheels[i]->q, kf_wheels[i]->q );
+      q_normalize( kf_wheels[i]->q );
    }
 
-   skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+   {
+      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];
+
+      float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+            warble *= vg_maxf(animator->grind, fabsf(animator->weight)) * 0.3f;
+
+      v4f qrot;
+      q_axis_angle( qrot, (v3f){0.8f,0.7f,0.6f}, warble );
+
+      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 );
+      keyframe_rotate_around( kf_hand_r, origin, 
+                              av->sk.bones[av->id_ik_hand_r].co, qrot );
+      keyframe_rotate_around( kf_hip, origin, 
+                              av->sk.bones[av->id_hip].co, qrot );
+      keyframe_rotate_around( kf_elbow_r, origin, 
+                              av->sk.bones[av->id_ik_elbow_r].co, qrot );
+      keyframe_rotate_around( kf_elbow_l, origin, 
+                              av->sk.bones[av->id_ik_elbow_l].co, qrot );
+
+      q_inv( qrot, qrot );
+      q_mul( qrot, kf_head->q, kf_head->q );
+      q_normalize( kf_head->q );
+   }
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -2692,57 +3131,61 @@ VG_STATIC void player__skate_post_animate( player_instance *player )
                                    s->state.head_position );
 }
 
-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 )
-      s->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_stand = 0.0f;
-   s->blend_push = 0.0f;
-   s->blend_jump = 0.0f;
-   s->blend_airdir = 0.0f;
+   memset( &s->animator, 0, sizeof(s->animator) );
+
+   if( s->state.activity <= k_skate_activity_air_to_grind ) 
+      s->animator.fly = 1.0f;
+   else 
+      s->animator.fly = 0.0f;
 }
 
 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
    s->state.jump_charge    = 0.0f;
-   s->state.lift_frames    = 0;
+   s->state.charging_jump  = 0;
+   s->state.jump_dir       = 0;
+   v3_zero( s->state.flip_axis );
+   s->state.flip_time      = 0.0f;
    s->state.flip_rate      = 0.0f;
-#if 0
-   s->state.steery         = 0.0f;
-   s->state.steerx         = 0.0f;
-   s->state.steery_s       = 0.0f;
-   s->state.steerx_s       = 0.0f;
-#endif
    s->state.reverse        = 0.0f;
    s->state.slip           = 0.0f;
+   s->state.grabbing       = 0.0f;
+   v2_zero( s->state.grab_mouse_delta );
+   s->state.slap           = 0.0f;
+   s->state.jump_time      = 0.0;
+   s->state.start_push     = 0.0;
+   s->state.cur_push       = 0.0;
+   s->state.air_start      = 0.0;
+
+   v3_zero( s->state.air_init_v );
+   v3_zero( s->state.air_init_co );
+
+   s->state.gravity_bias   = k_gravity;
    v3_copy( player->rb.co, s->state.prev_pos );
-
-#if 0
-   m3x3_identity( s->state.velocity_bias );
-   m3x3_identity( s->state.velocity_bias_pstep );
-#endif
-
+   v4_copy( player->rb.q, s->state.smoothed_rotation );
    v3_zero( s->state.throw_v );
    v3_zero( s->state.trick_vel );
    v3_zero( s->state.trick_euler );
+   v3_zero( s->state.cog_v );
+   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 );
+   v3_zero( s->weight_distribution );
+   v3_copy( player->rb.co, s->state.prev_pos );
 }
 
 VG_STATIC void player__skate_reset( player_instance *player,
                                     ent_spawn *rp )
 {
    struct player_skate *s = &player->_skate;
-   v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_zero( player->rb.v );
-   v3_zero( s->state.cog_v );
    v4_copy( rp->transform.q, player->rb.q );
 
    s->state.activity = k_skate_activity_air;