q_mulv( qtilt, jumpdir, jumpdir );
}
state->surface_cooldown = 10;
+ state->trick_input_collect = 0.0f;
float force = k_jump_force*state->jump_charge;
v3_muladds( localplayer.rb.v, jumpdir, force, localplayer.rb.v );
return;
}
+ enum trick_type trick = player_skate_trick_input();
+ if( trick )
+ state->trick_input_collect += vg.time_frame_delta;
+ else
+ state->trick_input_collect = 0.0f;
+
if( state->activity <= k_skate_activity_air_to_grind ){
- enum trick_type trick = k_trick_type_none;
- if( (trick = player_skate_trick_input()) ){
+ if( trick && (state->trick_input_collect < 0.1f) ){
if( state->trick_time == 0.0f ){
audio_lock();
audio_oneshot_3d( &audio_flips[vg_randu32(&vg.rand)%4],