The SDK knew grind exits: reskate.skater.grind_exit took a toe/heel/left/right wish, and C++ worked
out the rail's direction, toe and heel from the stance and facing, the 1.8 m/s and the strength.
That logic is now the grind-exits mod's own Lua (plugin/exits.lua, kept on this machine). What has
to run on the physics thread is general:
- Extension/Skater/launches: every launch of the local skater (ollie, grind, no_comply, boneless),
classified by its call site and the state before it, with the board's direction of travel; the
`launch` event for plugins with events.skater; reskate.skater.shape_launch(from, {across, along,
up}) sets those speeds against the travel, one plugin a kind.
- reskate.skater.get() gains `right` (the root's right axis) and `switch` (the game's stance flag).
- Extension/Skater/pad_hide: reskate.input.hide's pad filter, out of the old grind exit file.
Removed: reskate.skater.grind_exit, the grind_exit event, GrindExitWish and GrindPop.
Physics state 701 is a grind too (the game checks it with 400 in about a dozen places; the
2026-10-11 measurement only reached the 400s): pops out of it were dropped, and skater_state called
it "other". Launches, skater_state ("grinding") and the trainer's grind pop all count it now.
Tests: the grind-exits plugin test drives the new path (11 checks of its own).
Resolved where main's trainer meets the plugin branch:
- Board Break, the drone, Road Rash, Hall of Meat and Grind Exits are plugins here, so their
built-in code stays deleted: the trainer no longer hands Board Break's wear values back (the
plugin does not tune physics), its QUICK SETTINGS list no longer names Grind Exits or Board
Break, and the drone's debug action and menu are not brought back.
- The trainer's pump power, gravity, revert boost and transition help run beside the plugins'
pushes and velocities on each physics step; both sides' new declarations are kept.
- The game's own pad reads go through game_pad_read (the gamepad filter, Dark Pop's D-pad hiding,
the grind sticks) and then the plugin branch's menu and hidden-button handling.
- The trainer's forced grind settings are noted as the stance like any other value.
A lock tool like noclip and boosts. The player's game enforces it: the roster
carries guest_ollies (protocol 53), and the jump hook gives a locked ollie no
upward speed. Plugins get player.permissions.ollies.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Merges ReSkate v2.0.9.
- Wallies (the game's own switch) with their measured numbers; double / triple jump, jump
on release and wipeout bounce on foot; foot flip / spin speeds; no speed limit on foot.
- Flip speed and the per-trick Late flip speed now change late flips; Late flip start /
buffer rows.
- The trainer never changes the game's own settings (GAME SETTINGS rows only show them).
- Dark Pop 3.1 (Sivaes/darkpop, GPL-3.0), saved on and off like No Bail; Revert Boost 2.0.
- The search for the game's values walks memory once and shows in the panel.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
LT / RT pressed during a grind pick the side the skater pops out to,
independently of the trick and the body's rotation (both come from the
left stick in skate.'s own controls). Only the sideways part of the
grind pop's launch is replaced, with the game's own sideways speed; the
trick, spin, pop height and along-rail speed are untouched.
- Input Mode: Toe / Heel (character relative, needs the stance) or
Left / Right of the direction of travel.
- Grab guard: a trigger used to pick the side is hidden from the game
until released, so it never starts a grab.
- Lean guard: while a claimed trigger is held in a grind, the left
stick's left/right reaches the game at the pop, so the game's lean
exit cannot drag the board into the rail.
- Off by default; switches in Mod Options > Player, the ReSkate skater
page, the tools menu and the console (grindexit ...). Kept between
sessions.
- Listener slots on existing hooks only: No Bail's physics step, the
trainer's set_trajectory detour, and the overlay's XInput capture.
No new detours. Build-locked to 20260929 through the trainer's byte
check.
Measured on build 25414733: 48 vanilla grind pops, 144 trigger-set
pops. See Extension/Skater/GRIND_EXITS.md.
- Gravity slider (POP AND TRICKS): gravity in the air on the board and on foot.
- TUNE's first section is PRESETS AND QUICK SETTINGS: every kind of preset in one card, and
everything that is changed in one list (change in place, Hide, Go to, Reset).
- trainer setup <key> <value>.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wk6Y7hSKoBANMm9ZHbStLg
TUNE as one page of folding sections, presets above the tabs, Skate 3 grind and
transition feel, Dark Pop, manual pop height, slow flips pop higher, per-trick
speeds, and a release audit of stock / resets / presets. See Extension/Trainer/CHANGELOG.md.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Wk6Y7hSKoBANMm9ZHbStLg
The game keeps much of its tuning in data-defined classes (push speeds,
everything on foot, dive and glide, bail speeds...). The trainer finds 24 of
them in memory by the defaults and field order the game's data ships and lists
their 314 values by name. Push speed now drives the push class's own speeds;
auto push, off-board jump height and wider trick height ranges come with it.
The Tune tab opens on a Realistic or a Fun short list. Built on ReSkate 1.0.7.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
The game's trick scripts launch the no comply and the boneless through its
jump-trajectory setter; the trainer multiplies the launch speed there, told
apart by the physics states around the call. Pushing is scripted too, so the
push tuning values were never read: the top pushing speed is now applied after
each physics step, and push strength is hidden.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>