dead
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
index 57922a6ec716cbbb44e6c55bf0a92c151d262719..1833062d0bef5939966d2878f461c13cd30031c6 100644 (file)
@@ -23,10 +23,15 @@ struct player_skate
             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;
@@ -47,10 +52,6 @@ struct player_skate
              cur_push;
 
       v3f prev_pos;
-
-      /* FIXME: Sensible names */
-      v3f vl,          /* 1st */
-          posl, dirl;  /* 3rd */
    }
    state,
    state_gate_storage;
@@ -86,7 +87,9 @@ struct player_skate
                         *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,
@@ -115,7 +118,7 @@ VG_STATIC void player__skate_post_animate ( player_instance *player );
 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 */