if( !player->input_jump->button.value )
{
- if( player->input_push->button.value )
+ if( player->input_push->button.value ||
+ (vg.time-s->state.start_push<0.75) )
{
if( (vg.time - s->state.cur_push) > 0.25 )
s->state.start_push = vg.time;
v3_copy( player->cam.angles, angles );
angles[2] = 0.0f;
+ player->holdout_time = 0.25f;
player__walk_transition( player, angles );
return;
}
q_mulv( qflip, rco, rco );
v3_add( rco, rotation_point, dest->root_co );
}
+
+ skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
}
VG_STATIC void player__skate_post_animate( player_instance *player )