#include "player_ragdoll.h"
#include "rigidbody.h"
-#include "shaders/viewchar.h"
+#include "shaders/model_character_view.h"
struct player_avatar
{
id_head,
id_ik_foot_l,
id_ik_foot_r,
+ id_wheel_l,
+ id_wheel_r,
id_board;
};
/* load in reference player model, with animations and such */
/* FIXME: This is allocated as un-freeable systems memory */
- mdl_open( &av->meta, path );
- mdl_load_metadata( &av->meta, vg_mem.rtmemory );
- mdl_load_anim_data( &av->meta, vg_mem.rtmemory );
+ mdl_open( &av->meta, path, vg_mem.rtmemory );
+ mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
+ mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
+ mdl_close( &av->meta );
struct skeleton *sk = &av->sk;
skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
av->id_board = skeleton_bone_id( sk, "board" );
+ av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
+ av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
}
#if 0