{
struct player_skate *s = &player->_skate;
+ if( s->state.activity != k_skate_activity_ground )
+ {
+ v3_zero( s->state.throw_v );
+ return;
+ }
+
/* Throw / collect routine
*
* TODO: Max speed boost
skate_apply_friction_model( player );
skate_weight_distribute( player );
- skate_apply_pump_model( player );
}
else
{
skate_apply_jump_model( player );
skate_apply_grab_model( player );
skate_apply_trick_model( player );
+ skate_apply_pump_model( player );
begin_collision:;
"\n"
" vec3 rd = normalize(aNorm);\n"
"\n"
-" float fmove = g_time * 0.004;\n"
+" float fmove = g_time * 5.0;\n"
" vec2 cloudplane = (rd.xz / (rd.y*sign(rd.y))) * 0.025;\n"
" vec4 clouds1 = texture( uTexGarbage, cloudplane + vec2(0.1,0.4)*fmove*2.0 );\n"
" vec4 clouds2 = texture( uTexGarbage, cloudplane*2.0 + vec2(0.3,0.1)*fmove );\n"