more tweaks
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index bd83545df6d7f43a9ece7c7dc86f9810621a26db..d67d055669bd03cf9baba373b8f155ba5826600c 100644 (file)
@@ -429,7 +429,7 @@ void player__approximate_best_trajectory( player_instance *player )
 
          /* REFACTOR */
 
-         v3f closest;
+         v3f closest={0.0f,0.0f,0.0f};
          if( search_for_grind ){
             if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
 
@@ -3031,7 +3031,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    if( (s->state.activity <= k_skate_activity_air_to_grind) &&
        (fabsf(s->state.flip_rate) > 0.01f) )
    {
-      float t     = s->state.flip_time;
+      float t     = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
             sign  = vg_signf( t );
 
       t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );