q_mul( kf_board->q, qtrick, kf_board->q );
q_normalize( kf_board->q );
- struct player_board *board = player->playerboard;
-
- /* foot weight distribution */
- if( s->blend_weight > 0.0f ){
- kf_foot_l->co[2] =
- vg_lerpf( kf_foot_l->co[2],
- board->truck_positions[k_board_truck_back][2]+0.3f,
- 0.5f*s->blend_weight );
- }
- else{
- kf_foot_r->co[2] =
- vg_lerpf( kf_foot_r->co[2],
- board->truck_positions[k_board_truck_front][2]-0.3f,
- -0.5f*s->blend_weight );
+ struct player_board *board = player->board;
+
+ if( board ){
+ /* foot weight distribution */
+ if( s->blend_weight > 0.0f ){
+ kf_foot_l->co[2] =
+ vg_lerpf( kf_foot_l->co[2],
+ board->truck_positions[k_board_truck_back][2]+0.3f,
+ 0.5f*s->blend_weight );
+ }
+ else{
+ kf_foot_r->co[2] =
+ vg_lerpf( kf_foot_r->co[2],
+ board->truck_positions[k_board_truck_front][2]-0.3f,
+ -0.5f*s->blend_weight );
+ }
}
float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );