activity,
activity_prev;
- float reverse,
- slip;
+ u32 grind_cooldown,
+ surface_cooldown;
+ f32 reverse, slip, delayed_slip_dir;
int manual_direction;
/* tricks */
air_init_co;
v4f smoothed_rotation;
+
+ float land_dist;
+ v3f land_normal;
+
+ /* animator controls which require persistence */
+ v3f board_trick_residualv,
+ board_trick_residuald;
+ f32 blend_slide,
+ blend_z,
+ blend_x,
+ blend_fly,
+ blend_grind,
+ blend_grind_balance,
+ blend_stand,
+ blend_push,
+ blend_jump,
+ blend_airdir,
+ blend_weight,
+ blend_trick_foot,
+ subslap;
+ v2f wobble;
}
- state,
- state_gate_storage;
+ state;
- /* animation /audio */
+ /* animation /audio
+ * --------------------------------------------------------------*/
struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
*anim_air, *anim_grind, *anim_grind_jump,
*anim_push, *anim_push_reverse,
*anim_ollie, *anim_ollie_reverse,
*anim_grabs, *anim_stop;
- v3f
- board_trick_residualv,
- board_trick_residuald;
-
- float blend_slide,
- blend_z,
- blend_x,
- blend_fly,
- blend_grind,
- blend_grind_balance,
- blend_stand,
- blend_push,
- blend_jump,
- blend_airdir,
- blend_weight,
- blend_trick_foot,
- subslap;
/* vectors representing the direction of the axels in localspace */
v3f truckv0[2];
- v2f wobble;
audio_channel *aud_main, *aud_slide, *aud_air;
enum mdl_surface_prop surface, audio_surface;
k_skate_sample_metal_scrape_generic
}
main_sample_type;
-
player_pose holdout;
/*
* ----------------------------------------------------
*/
- float substep,
- substep_delta;
+ float substep, substep_delta;
struct jump_info{
v3f log[50];
possible_jumps[36];
u32 possible_jump_count;
- float land_dist;
- v3f land_normal;
-
v3f surface_picture,
weight_distribution,
grind_vec,
grind_dir;
- u32 grind_cooldown,
- surface_cooldown;
-
float grind_strength;
-
struct grind_limit{
v3f ra, n;
float p;
VG_STATIC void player__skate_post_animate ( player_instance *player );
VG_STATIC void player__skate_reset ( player_instance *player,
ent_spawn *rp );
-VG_STATIC void player__skate_restore( player_instance *player );
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 */