}
vg_error( "skeleton_bone_id( *, \"%s\" );\n", name );
- vg_fatal_exit_loop( "Bone does not exist\n" );
+ vg_fatal_error( "Bone does not exist\n" );
return 0;
}
}
vg_error( "skeleton_get_anim( *, \"%s\" )\n", name );
- vg_fatal_exit_loop( "Invalid animation name\n" );
+ vg_fatal_error( "Invalid animation name\n" );
return NULL;
}
VG_STATIC void skeleton_fatal_err(void)
{
- vg_fatal_exit_loop( "Skeleton setup failed" );
+ vg_fatal_error( "Skeleton setup failed" );
}
/* Setup an animated skeleton from model. mdl's metadata should stick around */
sb->collider = bone->collider;
sb->orig_bone = bone;
- vg_info( "orig: %u\n", bone->collider );
-
if( sb->flags & k_bone_flag_ik ){
skele->bones[ sb->parent ].flags |= k_bone_flag_ik;