small refactor of model loading
[carveJwlIkooP6JGAAIwe30JlM.git] / player_dead.h
1 #pragma once
2 #include "player.h"
3 #include "player_api.h"
4
5 struct player_dead
6 {
7 v3f co_lpf, v_lpf, w_lpf;
8
9 struct player_dead_animator{
10 struct {
11 v3f co;
12 v4f q;
13 }
14 transforms[ 32 ];
15 }
16 animator;
17
18 struct skeleton_anim *anim_bail;
19 }
20 extern player_dead;
21 extern struct player_subsystem_interface player_subsystem_dead;
22
23 void player__dead_update (void);
24 void player__dead_post_update (void);
25 void player__dead_animate (void);
26 void player__dead_pose (void *animator, player_pose *pose);
27 void player__dead_post_animate(void);
28 void player__dead_im_gui (void);
29 void player__dead_bind (void);
30 void player__dead_transition ( enum player_die_type type );
31 void player__dead_animator_exchange( bitpack_ctx *ctx, void *data );
32