localplayer.immobile = 1;
struct player_avatar *av = localplayer.playeravatar;
- m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
+ m4x3_mulv( localplayer.final_mtx[ av->id_ik_foot_r ],
av->sk.bones[ av->id_ik_foot_r ].co,
w->state.drop_in_foot_anchor );
}