i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
index e3f639a7360c6ef7577c8093043d88c73ed786f5..f1661d53c87c881c447263ecfe0ccc2d51927200 100644 (file)
@@ -43,11 +43,15 @@ struct player_skate
             trick_euler;   /* measured in units of TAU */
       float trick_time;
 
+
+      float gravity_bias;
+#if 0
       m3x3f velocity_bias,
             velocity_bias_pstep;
       v3f apex;
-      v3f up_dir;
+#endif
 
+      v3f up_dir;
       v3f head_position;
 
       int lift_frames;
@@ -60,12 +64,17 @@ struct player_skate
 
       int charging_jump, jump_dir;
       float jump_charge;
-      double jump_time;
 
+      double jump_time;
       double start_push,
              cur_push;
 
       v3f prev_pos;
+
+      /* initial launch conditions */
+      double air_start;
+      v3f    air_init_v,
+             air_init_co;
    }
    state,
    state_gate_storage;
@@ -88,10 +97,16 @@ struct player_skate
          blend_stand,
          blend_push,
          blend_jump,
-         blend_airdir;
+         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 
     * ----------------------------------------------------
@@ -105,7 +120,11 @@ struct player_skate
       v3f   log[50];
       v3f   n;
       v3f   apex;
-      u32   log_length;
+      v3f   v;
+
+      float gravity;
+
+      int   log_length;
       float score,
             land_dist;
 
@@ -119,14 +138,17 @@ struct player_skate
 
       u32   colour;
    }
-   predictions[22];
+   predictions[32];
    u32 prediction_count;
    float land_dist;
    v3f land_normal;
 
    v3f surface_picture,
        weight_distribution,
-       grind_vec;
+       grind_vec,
+       grind_dir;
+
+   u32 frames_since_activity_change;
 
    float grind_strength;
 
@@ -148,7 +170,7 @@ VG_STATIC void player__skate_animate      ( player_instance *player,
                                             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 );