{
player->gate_waiting = gate;
- /* TODO: Add back other logic thats normally here */
-
-#if 0
- m4x3_mulv( gate->transport, player->follow_pos, player->follow_pos );
- gate_rotate_angles( gate, player->follow_angles, player->follow_angles );
-#endif
+ gate_rotate_angles( gate, player->angles, player->angles );
+ m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
+ m3x3_mulv( gate->transport, player->cam_velocity_smooth,
+ player->cam_velocity_smooth );
}
VG_STATIC void player__pre_render( player_instance *player )
if( _player_post_animate[ player->subsystem ] )
_player_post_animate[ player->subsystem ]( player );
+ struct player_avatar *av = player->playeravatar;
+ v3f vp0 = {0.0f,0.1f, 0.6f},
+ vp1 = {0.0f,0.1f,-0.6f};
+
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+
player__cam_iterate( player );
}