reverse,
slip;
+ /* tricks */
v3f flip_axis;
float flip_time,
flip_rate;
+ v3f trick_vel, /* measured in units of TAU/s */
+ trick_euler; /* measured in units of TAU */
+ float trick_time;
+
m3x3f velocity_bias,
velocity_bias_pstep;
v3f apex;
cur_push;
v3f prev_pos;
-
- /* FIXME: Sensible names */
- v3f vl, /* 1st */
- posl, dirl; /* 3rd */
}
state,
state_gate_storage;
*anim_ollie, *anim_ollie_reverse,
*anim_grabs, *anim_stop;
rb_sphere sphere_front, sphere_back;
- v3f board_offset;
+ v3f board_offset,
+ board_trick_residualv,
+ board_trick_residuald;
v4f board_rotation;
float blend_slide,
VG_STATIC void player__skate_reset ( player_instance *player,
struct respawn_point *rp );
-VG_STATIC void player__skate_transition ( player_instance *player,
- v3f init_velocity );
-
+VG_STATIC void player__skate_clear_mechanics( player_instance *player );
+VG_STATIC void player__skate_reset_animator( player_instance *player );
+VG_STATIC void player__approximate_best_trajectory( player_instance *player );
#endif /* PLAYER_SKATE_H */