af44ea6e806ed6f30088f811d679fc1e841c271c
[carveJwlIkooP6JGAAIwe30JlM.git] / player_glide.c
1 #ifndef PLAYER_GLIDE_C
2 #define PLAYER_GLIDE_C
3
4 #include "player_glide.h"
5 #include "input.h"
6
7 #include "vg/vg_rigidbody.h"
8 #include "scene_rigidbody.h"
9 #include "shaders/model_board_view.h"
10 #include "shaders/model_entity.h"
11
12 static f32 k_glide_steer = 2.0f,
13 k_glide_cl = 0.04f,
14 k_glide_cs = 0.02f,
15 k_glide_drag = 0.0001f,
16 k_glide_slip_yaw = 0.1f,
17 k_glide_lift_pitch = 0.0f,
18 k_glide_wing_orient = -0.1f,
19 k_glide_balance = 1.0f;
20
21 static i32 k_glide_pause = 0;
22
23 static void player_glide_pre_update(void){
24 if( button_down(k_srbind_use) ){
25 localplayer.subsystem = k_player_subsystem_skate;
26 localplayer.glider_orphan = 1;
27
28 player_skate.state.activity = k_skate_activity_air;
29 player_skate.state.activity_prev = k_skate_activity_air;
30
31 q_mulv( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, player_skate.state.cog );
32 v3_add( player_skate.state.cog, localplayer.rb.co,
33 player_skate.state.cog );
34 v3_copy( localplayer.rb.v, player_skate.state.cog_v );
35
36 player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
37 player__skate_reset_animator();
38 player__skate_clear_mechanics();
39 v3_copy( (v3f){0.0f,0.0f,0.0f}, player_skate.state.trick_euler );
40
41 player__approximate_best_trajectory();
42 }
43 }
44
45 static void massless_accel( rigidbody *rb, v3f delta, v3f impulse ){
46 /* linear */
47 v3_muladds( rb->v, impulse, k_rb_delta, rb->v );
48
49 /* Angular velocity */
50 v3f wa;
51 v3_cross( delta, impulse, wa );
52 v3_muladds( rb->w, wa, k_rb_delta, rb->w );
53 }
54
55 static void calculate_lift( v3f vl, f32 aoa_bias,
56 v3f axis, v3f back, f32 power,
57 v3f out_force ){
58 v3f up;
59 v3_cross( back, axis, up );
60
61 v3f wind;
62 v3_muladds( vl, axis, -v3_dot(axis,vl), wind );
63
64 f32 windv2 = v3_length2(wind),
65 aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
66 cl = aoa / VG_PIf, /* TODO: make it a curve */
67 L = windv2 * cl * power;
68
69 v3f lift_dir;
70 v3_normalize( wind );
71 v3_cross( wind, axis, lift_dir );
72
73 /* this is where induced drag (from the flappy things) would go */
74
75 v3_muls( lift_dir, L, out_force );
76 }
77
78 static void calculate_drag( v3f vl, f32 cd, v3f out_force ){
79 f32 v2 = v3_length2( vl );
80 v3f dir;
81 v3_copy( vl, dir );
82 v3_normalize( dir );
83 v3_muls( vl, -cd*v2, out_force );
84 }
85
86 /*
87 * Returns true if the bottom sphere is hit
88 */
89 static bool glider_physics( v2f steer ){
90 rigidbody *rb = &player_glide.rb;
91
92 /* lift */
93 v3f vl, wl;
94 m3x3_mulv( rb->to_local, rb->v, vl );
95 m3x3_mulv( rb->to_local, rb->w, wl );
96
97 v3f F, Flift, Fslip, Fdrag, FslipW, FliftW;
98
99 calculate_lift( vl, steer[1]*k_glide_steer,
100 (v3f){1,0,0},
101 (v3f){0,sinf(k_glide_wing_orient),cosf(k_glide_wing_orient)},
102 k_glide_cl, Flift );
103 v3_copy( Flift, player_glide.info_lift );
104 v3_cross( (v3f){0,0,0}, Flift, FliftW );
105
106 calculate_lift( vl, 0.0f,
107 (v3f){0,1,0},(v3f){0,0,1},
108 k_glide_cs, Fslip );
109 v3_copy( Fslip, player_glide.info_slip );
110 v3_cross( (v3f){0,k_glide_lift_pitch,k_glide_slip_yaw}, Fslip, FslipW );
111
112 calculate_drag( vl, k_glide_drag, Fdrag );
113 v3_copy( Fdrag, player_glide.info_drag );
114
115 v3f balance = {0.0f,-k_glide_balance,0.0f};
116 m3x3_mulv( rb->to_local, balance, balance );
117
118 v3f Fw = {
119 steer[1]*k_glide_steer - balance[2],
120 0.0f,
121 -steer[0]*k_glide_steer + balance[0],
122 };
123
124 if( player_glide.ticker ){
125 player_glide.ticker --;
126 return 0;
127 }
128 player_glide.ticker += k_glide_pause;
129
130 /* apply forces */
131 v3_add( Flift, Fslip, F );
132 v3_add( F, Fdrag, F );
133
134 m3x3_mulv( rb->to_world, F, F );
135 v3_muladds( rb->v, F, k_rb_delta, rb->v );
136
137 v3_add( Fw, FslipW, Fw );
138 v3_add( Fw, FliftW, Fw );
139 m3x3_mulv( rb->to_world, Fw, Fw );
140 v3_muladds( rb->w, Fw, k_rb_delta, rb->w );
141
142
143 /*
144 * collisions & constraints
145 */
146 world_instance *world = world_current_instance();
147 rb_solver_reset();
148
149 bool bottom_hit = 0;
150
151 rigidbody _null = {0};
152 _null.inv_mass = 0.0f;
153 m3x3_zero( _null.iI );
154 for( u32 i=0; i < vg_list_size(player_glide.parts); i ++ ){
155 m4x3f mmdl;
156 m4x3_mul( rb->to_world, player_glide.parts[i].mdl, mmdl );
157
158 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
159 vg_line_capsule( mmdl,
160 player_glide.parts[i].inf.r,
161 player_glide.parts[i].inf.h,
162 VG__BLACK );
163 }
164 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
165 vg_line_sphere( mmdl, player_glide.parts[i].r, 0 );
166 }
167
168 if( rb_global_has_space() ){
169 rb_ct *buf = rb_global_buffer();
170
171 u32 l = 0;
172
173 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
174 l = rb_capsule__scene( mmdl, &player_glide.parts[i].inf,
175 NULL, world->geo_bh, buf,
176 k_material_flag_ghosts );
177 }
178 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
179 l = rb_sphere__scene( mmdl, player_glide.parts[i].r,
180 NULL, world->geo_bh, buf,
181 k_material_flag_ghosts );
182 }
183
184 if( player_glide.parts[i].is_damage && l ){
185 bottom_hit = 1;
186 }
187
188 for( u32 j=0; j<l; j ++ ){
189 buf[j].rba = rb;
190 buf[j].rbb = &_null;
191 }
192
193 rb_contact_count += l;
194 }
195 }
196
197 rb_presolve_contacts( rb_contact_buffer, rb_contact_count );
198 for( u32 i=0; i<10; i ++ )
199 rb_solve_contacts( rb_contact_buffer, rb_contact_count );
200
201 rb_iter( rb );
202 rb_update_matrices( rb );
203
204 return bottom_hit;
205 }
206
207 static void player_glide_update(void){
208 v2f steer;
209 joystick_state( k_srjoystick_steer, steer );
210
211 if( glider_physics( steer ) ){
212 vg_info( "player fell off due to glider hitting ground\n" );
213 player__dead_transition( k_player_die_type_generic );
214 localplayer.glider_orphan = 1;
215 }
216 }
217
218 static void player_glide_post_update(void){
219 v3_copy( player_glide.rb.co, localplayer.rb.co );
220 v4_copy( player_glide.rb.q, localplayer.rb.q );
221 v3_copy( player_glide.rb.v, localplayer.rb.v );
222 v3_copy( player_glide.rb.w, localplayer.rb.w );
223 rb_update_matrices( &localplayer.rb );
224 }
225
226 static void player_glide_animate(void){
227 struct player_glide *g = &player_glide;
228 struct player_glide_animator *animator = &g->animator;
229 rb_extrapolate( &localplayer.rb, animator->root_co, animator->root_q );
230 }
231
232 static void player_glide_pose( void *_animator, player_pose *pose ){
233 struct skeleton *sk = &localplayer.skeleton;
234 struct player_glide_animator *animator = _animator;
235 pose->type = k_player_pose_type_ik;
236 pose->board.lean = 0.0f;
237
238 skeleton_sample_anim( sk, player_glide.anim_glide, 0.0f, pose->keyframes );
239
240 v3f temp;
241 q_mulv( animator->root_q, (v3f){0,-0.5f,0}, temp );
242 v3_add( animator->root_co, temp, pose->root_co );
243
244 v4_copy( animator->root_q, pose->root_q );
245 }
246
247 static void player_glide_post_animate(void){
248 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
249 localplayer.cam_velocity_influence = 0.0f;
250 else
251 localplayer.cam_velocity_influence = 0.0f;
252
253 v3f fwd;
254 v3_muls( localplayer.rb.to_world[2], -1.0f, fwd );
255 v3_angles( fwd, localplayer.angles );
256
257 localplayer.cam_dist = 2.0f + v3_length( localplayer.rb.v )*0.2f;
258 }
259
260 static void player_glide_animator_exchange( bitpack_ctx *ctx, void *data ){
261 struct player_glide_animator *animator = data;
262
263 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
264 bitpack_qquat( ctx, animator->root_q );
265 }
266
267 static void
268 player_glide_remote_animator_exchange( bitpack_ctx *ctx, void *data ){
269 struct remote_glider_animator *animator = data;
270
271 bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
272 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->s );
273 bitpack_qquat( ctx, animator->root_q );
274 }
275
276 static void player_glide_im_gui(void){
277 player__debugtext( 1, "Nothing here" );
278 player__debugtext( 1, " lift: %.2f %.2f %.2f",
279 player_glide.info_lift[0],
280 player_glide.info_lift[1],
281 player_glide.info_lift[2] );
282 player__debugtext( 1, " slip: %.2f %.2f %.2f",
283 player_glide.info_slip[0],
284 player_glide.info_slip[1],
285 player_glide.info_slip[2] );
286 player__debugtext( 1, " drag: %.2f %.2f %.2f",
287 player_glide.info_drag[0],
288 player_glide.info_drag[1],
289 player_glide.info_drag[2] );
290 }
291
292 static void player_glide_equip_glider(void){
293 if( !localplayer.have_glider ){
294 localplayer.have_glider = 1;
295 localplayer.glider_orphan = 0;
296 player_glide.t = -1.0f;
297 }
298 }
299
300 static int ccmd_player_glider_spawn( int argc, const char *argv[] ){
301 if( vg_console.cheats ){
302 player_glide_equip_glider();
303 }
304 else {
305 vg_error( "Can't spawn without cheats enabled.\n" );
306 }
307 return 0;
308 }
309
310 static void player_glide_bind(void){
311
312 u32 mask = VG_VAR_CHEAT|VG_VAR_PERSISTENT;
313 VG_VAR_F32( k_glide_steer, flags=mask );
314 VG_VAR_F32( k_glide_cl, flags=mask );
315 VG_VAR_F32( k_glide_cs, flags=mask );
316 VG_VAR_F32( k_glide_drag, flags=mask );
317 VG_VAR_F32( k_glide_slip_yaw, flags=mask );
318 VG_VAR_F32( k_glide_lift_pitch, flags=mask );
319 VG_VAR_I32( k_glide_pause, flags=mask );
320 VG_VAR_F32( k_glide_balance, flags=mask );
321 VG_VAR_F32( k_glide_wing_orient, flags=mask );
322
323 vg_console_reg_cmd( "spawn_glider", ccmd_player_glider_spawn, NULL );
324
325 f32 mass = 0.0f,
326 k_density = 8.0f,
327 k_inertia_scale = 1.0f;
328 m3x3f I;
329 m3x3_zero( I );
330
331 for( u32 i=0; i<vg_list_size(player_glide.parts); i ++ ){
332 /* create part transform matrix */
333 v4f qp, qy, qr, q;
334 q_axis_angle( qp, (v3f){1,0,0}, player_glide.parts[i].euler[0] );
335 q_axis_angle( qy, (v3f){0,1,0}, player_glide.parts[i].euler[1] );
336 q_axis_angle( qr, (v3f){0,0,1}, player_glide.parts[i].euler[2] );
337
338 q_mul( qr, qy, q );
339 q_mul( q, qp, q );
340
341 q_m3x3( q, player_glide.parts[i].mdl );
342 v3_copy( player_glide.parts[i].co, player_glide.parts[i].mdl[3] );
343
344 /* add it to inertia model */
345
346 if( player_glide.parts[i].shape == k_rb_shape_capsule ){
347 f32 r = player_glide.parts[i].inf.r,
348 h = player_glide.parts[i].inf.h,
349 pv = vg_capsule_volume( r, h ),
350 pm = pv * k_density;
351
352 mass += pm;
353
354 m3x3f pI;
355 vg_capsule_inertia( r, h, pm, pI );
356 vg_rotate_inertia( pI, player_glide.parts[i].mdl );
357 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
358 m3x3_add( I, pI, I );
359 }
360 else if( player_glide.parts[i].shape == k_rb_shape_sphere ){
361 f32 r = player_glide.parts[i].r,
362 pv = vg_sphere_volume( r ),
363 pm = pv * k_density;
364
365 mass += pm;
366 m3x3f pI;
367 vg_sphere_inertia( r, pm, pI );
368 vg_translate_inertia( pI, pm, player_glide.parts[i].co );
369 m3x3_add( I, pI, I );
370 }
371 }
372
373 /* set inverses */
374 m3x3_inv( I, player_glide.rb.iI );
375 player_glide.rb.inv_mass = 1.0f / mass;
376
377 /* resources */
378 struct skeleton *sk = &localplayer.skeleton;
379 player_glide.anim_glide = skeleton_get_anim( sk, "glide_pose" );
380
381 void *alloc = vg_mem.rtmemory;
382 mdl_context *mdl = &player_glide.glider;
383
384 mdl_open( mdl, "models/glider.mdl", alloc );
385 mdl_load_metadata_block( mdl, alloc );
386
387 vg_linear_clear( vg_mem.scratch );
388
389 u32 count = mdl_arrcount( &mdl->textures );
390 player_glide.glider_textures =
391 vg_linear_alloc(alloc,vg_align8(sizeof(GLuint)*(count+1)));
392 player_glide.glider_textures[0] = vg.tex_missing;
393
394 mdl_async_load_glmesh( mdl, &player_glide.glider_mesh, NULL );
395
396 for( u32 i=0; i<count; i ++ ){
397 vg_linear_clear( vg_mem.scratch );
398 player_glide.glider_textures[i+1] = vg.tex_missing;
399
400 mdl_texture *tex = mdl_arritm( &mdl->textures, i );
401 void *data = vg_linear_alloc( vg_mem.scratch, tex->file.pack_size );
402 mdl_fread_pack_file( mdl, &tex->file, data );
403 vg_tex2d_load_qoi_async( data, tex->file.pack_size,
404 VG_TEX2D_LINEAR|VG_TEX2D_CLAMP,
405 &player_glide.glider_textures[i+1] );
406 }
407
408 /* load trail positions */
409 mdl_array_ptr markers;
410 MDL_LOAD_ARRAY( mdl, &markers, ent_marker, vg_mem.scratch );
411
412 for( u32 i=0; i<mdl_arrcount( &markers ); i ++ ){
413 ent_marker *marker = mdl_arritm( &markers, i );
414 v3_copy( marker->transform.co,
415 player_glide.trail_positions[ player_glide.trail_count ++ ] );
416
417 if( player_glide.trail_count == vg_list_size(trails_glider) )
418 break;
419 }
420
421 mdl_close( mdl );
422
423 /* allocate effects */
424 for( u32 i=0; i<vg_list_size(trails_glider); i ++ ){
425 trail_alloc( &trails_glider[i], 200 );
426 }
427 }
428
429 static void player_glide_transition(void){
430 localplayer.subsystem = k_player_subsystem_glide;
431 localplayer.have_glider = 0;
432
433 v3_copy( localplayer.rb.co, player_glide.rb.co );
434
435 f32 dir = v3_dot( localplayer.rb.v, localplayer.rb.to_world[2] );
436
437 if( dir > 0.0f ){
438 v4f qyaw;
439 q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.5f );
440 q_mul( qyaw, localplayer.rb.q, player_glide.rb.q );
441 q_normalize( player_glide.rb.q );
442 }
443 else
444 v4_copy( localplayer.rb.q, player_glide.rb.q );
445
446 v3_copy( localplayer.rb.v, player_glide.rb.v );
447 v3_copy( localplayer.rb.w, player_glide.rb.w );
448 rb_update_matrices( &player_glide.rb );
449
450 player__begin_holdout( (v3f){0,0,0} );
451 }
452
453 static void render_glider_model( camera *cam, world_instance *world,
454 m4x3f mmdl, enum board_shader shader ){
455 u32 current_tex = 0xffffffff;
456 glActiveTexture( GL_TEXTURE0 );
457
458 mdl_context *mdl = &player_glide.glider;
459 mesh_bind( &player_glide.glider_mesh );
460
461 for( u32 i=0; i<mdl_arrcount(&mdl->meshs); i ++ ){
462 mdl_mesh *mesh = mdl_arritm( &mdl->meshs, i );
463
464 m4x3f mmmdl;
465 mdl_transform_m4x3( &mesh->transform, mmmdl );
466 m4x3_mul( mmdl, mmmdl, mmmdl );
467
468 if( shader == k_board_shader_player )
469 shader_model_board_view_uMdl( mmmdl );
470 else if( shader == k_board_shader_entity ){
471 m4x4f m4mmmdl;
472 m4x3_expand( mmmdl, m4mmmdl );
473 m4x4_mul( cam->mtx_prev.pv, m4mmmdl, m4mmmdl );
474
475 shader_model_entity_uMdl( mmmdl );
476 shader_model_entity_uPvmPrev( m4mmmdl );
477 }
478
479 for( u32 j=0; j<mesh->submesh_count; j ++ ){
480 mdl_submesh *sm = mdl_arritm( &mdl->submeshs, mesh->submesh_start+j );
481 if( !sm->material_id ) {
482 vg_error( "Invalid material ID 0\n" );
483 continue;
484 }
485
486 mdl_material *mat = mdl_arritm( &mdl->materials, sm->material_id-1 );
487 if( mat->tex_diffuse != current_tex ){
488 glBindTexture( GL_TEXTURE_2D,
489 player_glide.glider_textures[ mat->tex_diffuse ] );
490 current_tex = mat->tex_diffuse;
491 }
492
493 mdl_draw_submesh( sm );
494 }
495 }
496 }
497
498 /*
499 * TODO: more flexible way to call
500 * - this depends on the current state, but we need to pass a struct in
501 * that can hold that information instead so we can save it into
502 * the replay
503 */
504 static void player_glide_render( camera *cam, world_instance *world,
505 player_pose *pose ){
506 if( !((localplayer.subsystem == k_player_subsystem_glide) ||
507 (localplayer.observing_system == k_player_subsystem_glide) ||
508 localplayer.have_glider ||
509 localplayer.glider_orphan) )
510 return;
511
512 shader_model_board_view_use();
513 shader_model_board_view_uTexMain( 0 );
514 shader_model_board_view_uCamera( cam->transform[3] );
515 shader_model_board_view_uPv( cam->mtx.pv );
516
517 shader_model_board_view_uDepthCompare(1);
518 depth_compare_bind(
519 shader_model_board_view_uTexSceneDepth,
520 shader_model_board_view_uInverseRatioDepth,
521 shader_model_board_view_uInverseRatioMain,
522 cam );
523
524 WORLD_BIND_LIGHT_BUFFERS_UB0_TEX234( world, model_board_view );
525
526 mdl_keyframe kf_res;
527 if( localplayer.glider_orphan ){
528 rb_extrapolate( &player_glide.rb, kf_res.co, kf_res.q );
529 v3_fill( kf_res.s, 1.0f );
530
531 v3f temp;
532 q_mulv( kf_res.q, (v3f){0,-0.5f,0}, temp );
533 v3_add( temp, kf_res.co, kf_res.co );
534 }
535 else {
536 f32 target;
537 if( localplayer.subsystem == k_player_subsystem_glide ) target = 1.0f;
538 else target = 0.0f;
539
540 /* TODO: TEMP */
541 if( skaterift.activity != k_skaterift_replay )
542 vg_slewf( &player_glide.t, target, vg.time_frame_delta * 4.0f );
543
544 mdl_keyframe kf_backpack;
545
546 struct skeleton *sk = &localplayer.skeleton;
547 m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
548 sk->bones[localplayer.id_chest].co,
549 kf_backpack.co );
550
551 v4f qyaw, qpitch, qchest, q;
552 q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
553 q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
554 m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
555
556 q_mul( qyaw, qpitch, q );
557 q_mul( qchest, q, kf_backpack.q );
558 q_normalize( kf_backpack.q );
559
560 f32 scale;
561 if( player_glide.t <= 0.0f ){
562 f32 st = player_glide.t + 1.0f,
563 sst = vg_smoothstepf(st),
564 isst= 1.0f - sst;
565 scale = vg_lerpf( 0.0f, 0.2f, sst );
566
567 v4f qspin;
568 q_axis_angle( qspin, (v3f){0,0,1}, VG_TAUf * isst * 0.5f );
569 q_mul( kf_backpack.q, qspin, kf_backpack.q );
570 kf_backpack.co[1] += isst * 1.0f;
571 v3_muladds( kf_backpack.co,
572 localplayer.final_mtx[ localplayer.id_chest ][0],
573 isst * 0.25f,
574 kf_backpack.co );
575 }
576 else{
577 scale = vg_lerpf( 0.2f, 1.0f, vg_smoothstepf(player_glide.t) );
578 }
579
580
581 v3_fill( kf_backpack.s, scale );
582
583 v3_copy( pose->root_co, kf_res.co );
584 v4_copy( pose->root_q, kf_res.q );
585 v3_fill( kf_res.s, scale );
586
587 f32 blend = vg_smoothstepf( vg_maxf( 0, player_glide.t ) );
588 keyframe_lerp( &kf_backpack, &kf_res, blend, &kf_res );
589 }
590
591 m4x3f mmdl;
592 q_m3x3( kf_res.q, mmdl );
593 m3x3_scale( mmdl, kf_res.s );
594 v3_copy( kf_res.co, mmdl[3] );
595
596 render_glider_model( cam, world, mmdl, k_board_shader_player );
597
598 /* totally FUCKED */
599 v4_copy( kf_res.q, player_glide.remote_animator.root_q );
600 v3_copy( kf_res.co, player_glide.remote_animator.root_co );
601 player_glide.remote_animator.s = kf_res.s[0];
602 }
603
604 static void player_glide_render_effects( camera *cam ){
605 v3f co, temp;
606 v4f q;
607 rb_extrapolate( &player_glide.rb, co, q );
608 q_mulv( q, (v3f){0,-0.5f,0}, temp );
609 v3_add( temp, co, co );
610
611 f32 alpha = vg_maxf( (fabsf(player_glide.info_lift[2])-1.0f), 0.0f ) /18.0f;
612
613 for( u32 i=0; i<player_glide.trail_count; i ++ ){
614 v3f vvert;
615 q_mulv( q, player_glide.trail_positions[i], vvert );
616 v3_add( co, vvert, vvert );
617
618 trail_system_update( &trails_glider[i], vg.time_delta, vvert,
619 localplayer.rb.to_world[1], alpha );
620
621 trail_system_prerender( &trails_glider[i] );
622 trail_system_render( &trails_glider[i], &skaterift.cam );
623 }
624 }
625
626 #endif /* PLAYER_GLIDE_C */