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Note: this_feature_currently_requires_accessing_site_using_safari
void ski_friction_set(*pPlayer, gamestate)
{
// i'm not sure how the game time counts...
// "ground" and "air" when referring to gamestate
// are just examples of the actual state i'm looking for
myGameTime = gametime;
if (*pPlayer.Friction == 0 && gamestate == "ground")
{
funcState = "default";
while (*pPlayer.Friction != defaultvalue[unknown] && funcState == "default")
{
// not sure how to do this...
if (myGameTime != (gametime - 2000) && myGameTime > (gametime - 2000) && *pPlayer.Friction != defaultvalue[unknown])
{
// assuming 1000 is 1000 miliseconds or 1 second
*pPlayer.Friction++;
}
elseif (myGameTime == (gametime - 2000) || myGameTime < (gametime - 2000))
{
// *pPlayer.Friction should be set to default already
funcState = "finished";
}
}
}
elseif (*pPlayer.Friction != 0 && gamestate == "air")
{
*pPlayer.Friction = 0;
}
}