s->anim_grabs = skeleton_get_anim( sk, "grabs" );
}
+VG_STATIC void player__skate_kill_audio( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+
+ audio_lock();
+ if( s->aud_main )
+ s->aud_main = audio_channel_fadeout( s->aud_main, 0.1f );
+ if( s->aud_air )
+ s->aud_air = audio_channel_fadeout( s->aud_air, 0.1f );
+ if( s->aud_slide )
+ s->aud_slide = audio_channel_fadeout( s->aud_slide, 0.1f );
+ audio_unlock();
+}
+
/*
* Collision detection routines
*
if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
s->state.trick_time > 0.2f)
{
+ player__skate_kill_audio( player );
player__dead_transition( player );
}
angles[2] = 0.0f;
player->holdout_time = 0.25f;
+ player__skate_kill_audio( player );
player__walk_transition( player, angles );
return;
}
v3_lerp( start_co, player->rb.co, t, player->rb.co );
rb_update_transform( &player->rb );
+ player__skate_kill_audio( player );
player__dead_transition( player );
return;
}