nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 3a78f4f9b3fed274b95417904edb590a05bba123..e9a4f09f4b01cbaca4857b4b0e95c897f82218c4 100644 (file)
@@ -3,6 +3,8 @@
 
 #include "player.h"
 #include "audio.h"
+#include "vg/vg_perlin.h"
+#include "menu.h"
 
 VG_STATIC void player__skate_bind( player_instance *player )
 {
@@ -11,6 +13,8 @@ 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" );
@@ -124,10 +128,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
       v3f tri[3];
 
       struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
-#if 0
       if( !(surf->info.flags & k_material_flag_skate_surface) )
          continue;
-#endif
 
       for( int j=0; j<3; j++ )
          v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
@@ -299,7 +301,7 @@ VG_STATIC int create_jumps_to_hit_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 ),
@@ -342,46 +344,10 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
    return valid_count;
 }
 
-#if 0
-VG_STATIC 
-int create_jump_for_target( world_instance *world, player_instance *player,
-                            v3f target, float max_angle, jump_info *jump )
-{
-
-      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 0
-      /* add a trace */
-      for( int i=0; i<=20; i++ )
-      {
-         float t = (float)i * (1.0f/20.0f) * p->land_dist;
-
-         v3f p0;
-         v3_muls( p->v, t, p0 );
-         v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
-
-         v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
-      }
-#endif
-
-      return 1;
-   }
-   else
-      return 0;
-}
-#endif
-
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
 {
-   world_instance *world = get_active_world();
+   world_instance *world0 = get_active_world();
 
    struct player_skate *s = &player->_skate;
    float k_trace_delta = k_rb_delta * 10.0f;
@@ -405,6 +371,19 @@ void player__approximate_best_trajectory( player_instance *player )
    int grind_located = 0;
    float grind_located_gravity = k_gravity;
 
+
+   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 );
@@ -413,6 +392,7 @@ void player__approximate_best_trajectory( player_instance *player )
       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;
@@ -427,7 +407,6 @@ 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;
       inf->gravity = gravity;
@@ -444,81 +423,105 @@ void player__approximate_best_trajectory( player_instance *player )
          v3_add( launch_co, co1, co1 );
 
          float launch_vy = v3_dot( launch_v,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, 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] ) };
+         int search_for_grind = 1;
+         if( grind_located ) search_for_grind = 0;
+         if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
 
-                  v2_normalize( v0 );
-                  v2_normalize( v1 );
+         /* REFACTOR */
 
-                  float a = v2_dot( v0, v1 );
+         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 0
-                  if( a >= cosf( VG_PIf * /*0.185f*/ 0.02f ) ){
-#endif
-                     grind_located = 1;
-                     grind_located_gravity = inf->gravity;
+               if( v3_dist2( closest, launch_co ) < min_dist )
+                  search_for_grind = 0;
 
-                     vg_success( "Grind located\n" );
-#if 0
-                  }
-#endif
+               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( world->rendering_gate ){
-            ent_gate *gate = world->rendering_gate;
+         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 );
+
+               float a = v2_dot( v0, v1 );
+
+               float a_min = cosf( VG_PIf * 0.185f );
+               if( s->grind_cooldown )
+                  a_min = cosf( VG_PIf * 0.05f );
+
+               /* 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->type == k_gate_type_nonlocel ){
+                  trace_world = &world_global.worlds[ gate->target ];
+               }
             }
          }
 
          float t1;
          v3f n;
 
-         int idx = spherecast_world( world, co0, co1, k_board_radius, &t1, n );
+         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, inf->log[ inf->log_length ++ ] ); 
 
             v3_copy( n, inf->n );
-            u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
-            struct world_surface *surf = world_tri_index_surface(world, tri[0]);
-
-#if 0
-            v3f v0, v1;
-            v3f pa, pb, pc;
-
-            v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
-            v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
-            v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
-
-            v3_sub( pb, pa, v0 );
-            v3_sub( pc, pa, v1 );
-            v3_cross( v0, v1, inf->n );
-            v3_normalize( inf->n );
-#endif
-            /* TODO:
-             *   grind predictions, we want to FORCE it to land in the correct
-             *   location, taking the cloest endpoint or midpoint to be the 
-             *   snapper.
-             */
+            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;
 
@@ -554,8 +557,7 @@ void player__approximate_best_trajectory( player_instance *player )
          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 
-       * TODO: Make this a konstant */
+      /* 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 );
@@ -580,7 +582,6 @@ void player__approximate_best_trajectory( player_instance *player )
          v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
          v3_add( launch_co, co0, co0 );
 
-#if 0
          /* rough scan to make sure we dont collide with anything */
          for( int j=1; j<=16; j++ ){
             t  = (float)j*(1.0f/16.0f);
@@ -595,15 +596,14 @@ void player__approximate_best_trajectory( player_instance *player )
             float t1;
             v3f n;
 
-            int idx = spherecast_world( world, co0,co1,
-                                        k_board_radius*0.5f, &t1, 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 );
          }
-#endif
 
          v3_copy( grind.n, jump->n );
 
@@ -615,10 +615,8 @@ void player__approximate_best_trajectory( player_instance *player )
 
          s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
 
-#if 0
          continue;
 invalidated_grind:;
-#endif
       }
    }
 
@@ -959,8 +957,8 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          v3_normalize( jumpdir );
       }else{
          v3_copy( s->state.up_dir, jumpdir );
+         s->grind_cooldown = 30;
          s->state.activity = k_skate_activity_ground;
-         s->grind_cooldown = 0;
 
          float tilt  = player->input_js1h->axis.value * 0.3f;
                tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
@@ -969,6 +967,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          q_axis_angle( qtilt, s->grind_dir, tilt );
          q_mulv( qtilt, jumpdir, jumpdir );
       }
+      s->surface_cooldown = 10;
       
       float force = k_jump_force*s->state.jump_charge;
       v3_muladds( player->rb.v, jumpdir, force, player->rb.v );
@@ -995,8 +994,6 @@ 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( s->state.activity == k_skate_activity_ground ){
@@ -1012,7 +1009,8 @@ 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 );
       }
 
@@ -1069,17 +1067,23 @@ 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 );
@@ -1093,6 +1097,14 @@ VG_STATIC void skate_integrate( player_instance *player )
  * 1 2 or 3
  */
 
+VG_STATIC void skate_copy_holdout( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+   struct player_avatar *av = player->playeravatar;
+   struct skeleton *sk = &av->sk;
+   skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
+}
+
 VG_STATIC int player_skate_trick_input( player_instance *player )
 {
    return (player->input_trick0->button.value) |
@@ -1112,22 +1124,13 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       v3_copy( player->cam.angles, angles );
       angles[2] = 0.0f;
 
-      player->holdout_time = 0.25f;
+      skate_copy_holdout( player );
+      player->holdout_time = 0.34f;
       player__skate_kill_audio( player );
       player__walk_transition( player, angles );
       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_to_grind) && 
        (trick_id = player_skate_trick_input( player )) )
@@ -1177,50 +1180,110 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       vg_line_pt3( 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_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 );
+
+   if( s->state.activity >= k_skate_activity_grind_any ){
+      slide = 0.0f;
+   }
+
+   static float menu_gate = 1.0f;
+   menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f );
 
-         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 );
+   float
+         vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
+         vol_air     = sqrtf(       air *attn * 0.5f )              * menu_gate,
+         vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f )       * menu_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.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;
@@ -1230,14 +1293,16 @@ 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();
@@ -1407,8 +1472,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
                                           (float)s->state.manual_direction;
    }
 
-   /* TODO: Fall back on land normal */
-   /* TODO: Lerp weight distribution */
    if( s->state.manual_direction ){
       v3f plane_z;
 
@@ -1478,7 +1541,6 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target )
 
 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
 {
-   /* TODO: Is N and Dir really orthogonal? */
    v3_copy( inf->dir, mtx[0] );
    v3_copy( inf->n, mtx[1] );
    v3_cross( mtx[0], mtx[1], mtx[2] );
@@ -1519,7 +1581,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
 {
    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 );
@@ -1610,7 +1672,6 @@ 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 );
 
 
@@ -1707,7 +1768,7 @@ 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;
@@ -1778,7 +1839,7 @@ 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 */
@@ -1790,6 +1851,10 @@ 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,
@@ -1849,8 +1914,7 @@ 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;
 
@@ -1884,9 +1948,13 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
+   if( s->grind_cooldown > 100 ){
+      vg_fatal_exit_loop( "wth!\n" );
+   }
+
    /* debounces this state manager a little bit */
-   if( s->grind_cooldown < 20 ){
-      s->grind_cooldown ++;
+   if( s->grind_cooldown ){
+      s->grind_cooldown --;
       return k_skate_activity_undefined;
    }
 
@@ -1898,25 +1966,56 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
        res_front50 = 0,
        res_slide   = 0;
 
+   int allow_back  = 1,
+       allow_front = 1;
+
+   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 = player->input_js1v->axis.value;
+
+      if( fabsf(tilt) >= 0.25f ){
+         v3f raw = {0.0f,0.0f,tilt};
+         m3x3_mulv( player->rb.to_world, raw, raw );
+
+         float way = player->input_js1v->axis.value *
+                        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 ){
       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 ){
       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 );
+      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{
       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( 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(player->input_js1v->axis.value) >= 0.25f;
@@ -1941,24 +2040,22 @@ 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->grind_cooldown = 5;
+   if(      new_activity == k_skate_activity_undefined ){
+      if( s->state.activity >= k_skate_activity_grind_any ){
+         s->grind_cooldown = 15;
+         s->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 );
 
@@ -2045,8 +2142,12 @@ 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 );
@@ -2070,11 +2171,32 @@ 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( s->surface_cooldown ){
+      s->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[rand()%4], co, 40.0f, 0.75f );
+         }
+      }
+      audio_unlock();
+   }
+
    if( contact_count ){
       s->state.activity = k_skate_activity_ground;
       s->state.gravity_bias = k_gravity;
@@ -2127,8 +2249,7 @@ 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 );
@@ -2272,16 +2393,19 @@ begin_collision:;
 
    manifold_len += l;
 
-   debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+   if( vg_lines.draw )
+      debug_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;
+      }
    }
 
    /* 
@@ -2386,7 +2510,7 @@ begin_collision:;
       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;
    }
 
@@ -2429,23 +2553,36 @@ begin_collision:;
    /* 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 ){
       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[rand()%2+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_lands[rand()%3], player->rb.co, 
-                           40.0f, 1.0f );
+         audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
       }
+
       audio_unlock();
+   } else if( stick_frames == 0 ){
+      
    }
 }
 
@@ -2470,8 +2607,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
       "undefined (INVALID)",
       "grind_any (INVALID)",
       "grind_boardslide",
-      "grind_noseslide",
-      "grind_tailslide",
+      "grind_metallic (INVALID)",
       "grind_back50",
       "grind_front50",
       "grind_5050"
@@ -2496,7 +2632,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
 }
 
 VG_STATIC void player__skate_animate( player_instance *player,
-                                     player_animation *dest )
+                                      player_animation *dest )
 {
    struct player_skate *s = &player->_skate;
    struct player_avatar *av = player->playeravatar;
@@ -2564,6 +2700,9 @@ VG_STATIC void player__skate_animate( player_instance *player,
             fly  = iair?                    1.0f: 0.0f,
             wdist= s->weight_distribution[2] / k_board_length;
 
+      if( s->state.activity >= k_skate_activity_grind_any )
+         wdist = 0.0f;
+
       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,   3.4f*vg.time_delta );
@@ -2634,11 +2773,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    {
       float target = -player->input_js1h->axis.value;
 
-#if 1
       s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
-#else
-      s->blend_airdir = 0.0f;
-#endif
       
       float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
@@ -2664,6 +2799,40 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
    skeleton_lerp_pose( sk, ground_pose, air_pose, s->blend_fly, dest->pose );
 
+
+   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_knee_l   = &dest->pose[av->id_ik_knee_l-1],
+                *kf_knee_r   = &dest->pose[av->id_ik_knee_r-1],
+                *kf_hip      = &dest->pose[av->id_hip-1],
+                *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
+                                 &dest->pose[av->id_wheel_l-1] };
+
+
+   mdl_keyframe grind_pose[32];
+   {
+      float grind_frame = 0.5f;
+
+      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;
+      }
+
+      float grind=s->state.activity >= k_skate_activity_grind_any? 1.0f: 0.0f;
+      s->blend_grind = vg_lerpf( s->blend_grind,  grind, 5.0f*vg.time_delta );
+      s->blend_grind_balance=vg_lerpf( s->blend_grind_balance, 
+                                       grind_frame, 5.0f*vg.time_delta );
+
+      grind_frame = s->blend_grind_balance * (15.0f/30.0f);
+
+      skeleton_sample_anim( sk, s->anim_grind, grind_frame, apose );
+      skeleton_sample_anim( sk, s->anim_grind_jump, grind_frame, bpose );
+      skeleton_lerp_pose( sk, apose, bpose, s->blend_jump, grind_pose );
+   }
+   skeleton_lerp_pose( sk, dest->pose, grind_pose, s->blend_grind, dest->pose );
+
    float add_grab_mod = 1.0f - s->blend_fly;
 
    /* additive effects */
@@ -2735,15 +2904,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
          for( int i=0; i<vg_list_size(apply_to); i ++ ){
             mdl_keyframe *kf = &dest->pose[apply_to[i]-1];
 
-            v3f v0, co;
-            v3_add( kf->co, av->sk.bones[apply_to[i]].co, co );
-            v3_sub( co, origin, v0 );
-            q_mulv( qtotal, v0, v0 );
-            v3_add( v0, origin, co );
-            v3_sub( co, av->sk.bones[apply_to[i]].co, kf->co );
-
-            q_mul( qtotal, kf->q, kf->q );
-            q_normalize( kf->q );
+            keyframe_rotate_around( kf, origin, av->sk.bones[apply_to[i]].co,
+                                    qtotal );
          }
 
          v3f p1, p2;
@@ -2752,18 +2914,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
          vg_line_arrow( player->rb.co, p1, 0.25f, VG__PINK );
          vg_line_arrow( player->rb.co, p2, 0.25f, VG__PINK );
-      }
 
-
-
-      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_knee_l   = &dest->pose[av->id_ik_knee_l-1],
-                   *kf_knee_r   = &dest->pose[av->id_ik_knee_r-1],
-                   *kf_hip      = &dest->pose[av->id_hip-1],
-                   *kf_wheels[] = { &dest->pose[av->id_wheel_r-1],
-                                    &dest->pose[av->id_wheel_l-1] };
+      }
 
       v4f qtotal;
       v4f qtrickr, qyawr, qpitchr, qrollr;
@@ -2789,9 +2941,10 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
       float jump_t = vg.time-s->state.jump_time;
 
-      float k=10.0f;
+      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;
 
       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] + extra );
@@ -2813,11 +2966,14 @@ VG_STATIC void player__skate_animate( player_instance *player,
          kf_foot_l->co[2] += s->blend_weight * 0.1f;
       }
 
+      float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );
+      s->subslap = vg_lerpf( s->subslap, slapm, vg.time_delta*10.0f );
+
       kf_foot_l->co[1] += s->state.slap;
       kf_foot_r->co[1] += s->state.slap;
       kf_knee_l->co[1] += s->state.slap;
       kf_knee_r->co[1] += s->state.slap;
-      kf_board->co[1] += s->state.slap;
+      kf_board->co[1] += s->state.slap * s->subslap;
       kf_hip->co[1] += s->state.slap * 0.25f;
 
       /* 
@@ -2840,6 +2996,37 @@ VG_STATIC void player__skate_animate( player_instance *player,
       }
    }
 
+   {
+      mdl_keyframe
+                *kf_head    = &dest->pose[av->id_head-1],
+                *kf_elbow_l = &dest->pose[av->id_ik_elbow_l-1],
+                *kf_elbow_r = &dest->pose[av->id_ik_elbow_r-1],
+                *kf_hand_l  = &dest->pose[av->id_ik_hand_l-1],
+                *kf_hand_r  = &dest->pose[av->id_ik_hand_r-1];
+
+      float warble = perlin1d( vg.time, 2.0f, 2, 300 );
+            warble *= vg_maxf(s->blend_grind,fabsf(s->blend_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 );
+   }
+
    /* 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 );
@@ -2850,7 +3037,7 @@ 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 ) );
@@ -2874,7 +3061,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3_add( rco, rotation_point, dest->root_co );
    }
 
-   skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+   skeleton_copy_pose( sk, dest->pose, s->holdout );
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -2902,45 +3089,65 @@ VG_STATIC void player__skate_reset_animator( player_instance *player )
    s->blend_slide = 0.0f;
    s->blend_z = 0.0f;
    s->blend_x = 0.0f;
+   s->blend_grind = 0.0f;
+   s->blend_grind_balance = 0.0f;
    s->blend_stand = 0.0f;
    s->blend_push = 0.0f;
    s->blend_jump = 0.0f;
    s->blend_airdir = 0.0f;
+   s->blend_weight = 0.0f;
+   s->subslap = 0.0f;
+   v2_zero( s->wobble );
+
+   v3_zero( s->board_trick_residuald );
+   v3_zero( s->board_trick_residualv );
+   v3_zero( s->truckv0[0] );
+   v3_zero( s->truckv0[1] );
 }
 
 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->grind_cooldown = 0;
+   s->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;
@@ -2953,4 +3160,10 @@ VG_STATIC void player__skate_reset( player_instance *player,
    s->state.head_position[1] = 1.8f;
 }
 
+VG_STATIC void player__skate_restore( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+   s->state = s->state_gate_storage;
+}
+
 #endif /* PLAYER_SKATE_C */