As in skate. 3: when the local skater bails, the bones it hurt show over the world through the body, yellow where a hit bruised one and red where one broke it, with the bail's Meat card in the bottom left corner in the place of skate.'s own HUD there: its time, hits (head hits double, vehicles half again), broken bones, road rash, airtime, fall, top speed and rotations, each scoring, and the map's best. A bone breaking pulses the screen's edges red and, in single player, slows the game down a moment. Off until switched on, as in skate.: in skate.'s menu (Custom Stuff > Player) or with `hallofmeat 0|1`, saved with the profile. Everything it draws is skate.'s own, read from the installed game: its skeleton mesh (the Dem Bones costume) posed with the renderer's own skinning matrices, its scoring icons, the THRASHER wordmark and its UI brush strokes. Nothing is shipped. How it works: No Bail already hooks the skeleton response, which runs once a physics step right after the body contacts; it now hands that step on, with the local skater it follows, but only while Hall of Meat is on. Each step reads what every ragdoll body hit and how hard, and whether the skater is a ragdoll; the bail runs on the game's own clock so slow motion measures what the body did. The feature's own hooks, on the renderer's skinned draw packets and main view and on the UI model's write, are prepared at startup and switched on only with the feature, and off again once the HUD corner and the game's speed are given back: switched off, the game never calls them and the physics step pays nothing. The skeleton mesh is read the first time it is on; only the images are read at startup, since the overlay builds its atlas once. The renderer's picture of the skater is read only while a bail shows. The menu's switch reads the overlay model like the others. Every address is in the build table with a fingerprint checked before use. Extension/HallOfMeat/README.md describes the parts; its tests build with DINGOSDK_BUILD_HALL_OF_MEAT_TESTS. The slow motion changes SimulationTime's rate, frame cap and time scale as a session override and steps the local skater along, since skate. sets a skater's step only when it builds its core. It runs the same at every break, but never faster than the game ran: with the trainer's game speed below 1 it only takes the part that is slower still. Afterwards it writes back what it found, each setting only while it still holds what the slow motion wrote, so the trainer's speed comes back as it was; a setting changed from elsewhere meanwhile is left as it is and ends that slow motion. named_setting_value reads a setting's value for it. Tuned in play: a bruise from 7 m/s and a break from 12 m/s along the contact normal (raised twice: a hard fall on flat ground broke bones), a break worth ten of the lightest hits (a heavy bail's hits and breaks outweighed the rest of the card) and a fall half of skate. 3's rate. Fix: the overlay now draws in the back buffer's pixels, not the window's, so it lines up on displays Windows scales (1920x1080 borderless on 4K). The skater's render hooks, its skeleton and its body maps were first found by gBGYo's ReSkate fork (github.com/gBGYo/ReSkate). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Hall of Meat
skate. 3's Hall of Meat for skate.: when you bail, the bones you hurt show through your skater, yellow where a hit bruised one and red where one broke it, with the bail's Meat card in the bottom left corner. It ships no game data: the skeleton (the Dem Bones costume's mesh), the card's icons, the THRASHER wordmark and the brush strokes are read from the installed game.
What it does
- The skeleton. From the first hurt bone until you are back on your feet, then it fades out. A fall that hurts nothing shows nothing. A fresh hit flashes the bone it hit.
- The card. It takes the place of skate.'s own HUD in that corner (the d-pad and the score HUD come back after). Time, hits (head hits count double, hits from vehicles half again), broken bones, road rash, airtime, fall, top speed and rotations, each with its points, then the Meat. Small stats join the card once they are worth showing. Each map keeps its best Meat (NEW BEST / BEST 12,345).
- A break. The screen's edges pulse red and, in single player only, the game slows down for a moment. The slow motion never runs in a multiplayer session. It is the same at every break, but never faster than the trainer's game speed (PRACTICE), which it gives back after.
Off until you switch it on: skate.'s menu, Custom Stuff > Player > Hall of Meat, or the console (~)
with hallofmeat 0|1. The choice and each map's best are saved with the profile.
With No Bail on, a wipeout No Bail stops is not a bail, so nothing shows.
How it works
| Part | Files |
|---|---|
| Start, client tick, the switch and each map's best | hall_of_meat.h, hall_of_meat.cpp |
Each physics step of the local skater, handed on by No Bail's skeleton response hook (Extension/Skater/no_bail.h) while the feature is on: what every ragdoll body hit and how hard, and whether it is a ragdoll |
hall_of_meat_skater.* |
| The bail's phases (riding, bailing, down, getting up) and its Meat, on the game's clock; no game access | hall_of_meat_model.* |
| The card's rows | hall_of_meat_card.* |
| skate.'s skeleton mesh, read from the game's data and posed with the renderer's skinning matrices | hall_of_meat_skeleton.*, hall_of_meat_render.* |
| Hiding skate.'s bottom left HUD while the card shows | hall_of_meat_hud.* |
| The slow motion: SimulationTime's rate, frame cap and time scale as a session override, only where slower than the speed it found and writing that back after, the local skater's step along with them | hall_of_meat_slow_motion.* |
| Drawing, on the overlay's background draw list | hall_of_meat_overlay.* |
The hallofmeat console switch |
hall_of_meat_commands.cpp |
Every address, offset and fingerprint is in Engine/Game/Build/20260929/ (skater_body.h,
skater_state.h, skater_render.h, skater_skeleton.h, hud_corner.h, ui_model.h,
ui_textures.h), and each is checked before use. Without a matching game build the feature stays
unavailable and the menu's switch is greyed out.
Switched off, it costs the game nothing while it plays: the renderer's two hooks and the UI model's write hook are prepared at startup but only switched on with the feature (and off again once the HUD corner and the game's speed are given back), and No Bail hands no physics step on. The skeleton mesh is read the first time it is switched on. Only the images are read at startup, in the background: the overlay builds its atlas once, when its graphics start.
A finished bail logs what it scored at --log-level=debug.
Tests
cmake --preset vs2022-x64 -DDINGOSDK_BUILD_HALL_OF_MEAT_TESTS=ON -DDINGOSDK_TEST_GAME_ROOT=<Skate folder>
cmake --build --preset release --parallel 4
ctest --test-dir build/vs2022-x64 -C Release -R hall_of_meat
hall_of_meat covers the bail's phases, the Meat and the card. hall_of_meat_skeleton reads and poses
the skeleton mesh from a real Skate folder.
The skater's render hooks, its skeleton and its body maps were first found by gBGYo's ReSkate fork.