glmesh mesh;
};
-/* mesh. TODO: move? */
void mesh_bind( glmesh *mesh );
void mesh_drawn( u32 start, u32 count );
void mesh_draw( glmesh *mesh );
f32 windv2 = v3_length2(wind),
aoa = atan2f( v3_dot( up, wind ), v3_dot( back, wind ) ) + aoa_bias,
- cl = aoa / VG_PIf, /* TODO: make it a curve */
+ cl = aoa / VG_PIf,
L = windv2 * cl * power;
v3f lift_dir;
#include "player_glide.h"
#include "player_dead.h"
#include "player_walk.h"
+#include <string.h>
struct player_skate player_skate;
struct player_subsystem_interface player_subsystem_skate =