trick_euler; /* measured in units of TAU */
float trick_time;
+
+ float gravity_bias;
#if 0
m3x3f velocity_bias,
velocity_bias_pstep;
#endif
v3f up_dir;
-
v3f head_position;
int lift_frames;
blend_airdir,
blend_weight;
+ /* 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;
+
/*
* Physics
* ----------------------------------------------------
v3f apex;
v3f v;
+ float gravity;
+
int log_length;
float score,
land_dist;
u32 colour;
}
- predictions[22];
+ predictions[32];
u32 prediction_count;
float land_dist;
v3f land_normal;
player_animation *anim );
VG_STATIC void player__skate_post_animate ( player_instance *player );
VG_STATIC void player__skate_reset ( player_instance *player,
- struct respawn_point *rp );
+ ent_spawn *rp );
VG_STATIC void player__skate_clear_mechanics( player_instance *player );
VG_STATIC void player__skate_reset_animator( player_instance *player );