&localplayer.pose.board, k_board_shader_player );
SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+
+ struct player_subsystem_interface *sys =
+ player_subsystems[localplayer.subsystem];
+
+ if( sys->render ){
+ sys->render( cam, world, &localplayer.pose );
+ }
}
static void player_mirror_pose( mdl_keyframe pose[32],