+struct player_instance
+{
+ /* transform definition */
+ rigidbody rb, rb_gate_storage;
+ v3f angles, angles_storage;
+
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+ world_instance *viewable_world;
+
+ /*
+ * Camera management
+ * ---------------------------
+ */
+ camera cam;
+
+ enum camera_mode{
+ k_cam_firstperson = 1,
+ k_cam_thirdperson = 0
+ }
+ camera_mode;
+ float camera_type_blend;
+
+ v3f fpv_offset, /* expressed relative to rigidbody */
+ tpv_offset,
+ fpv_viewpoint, /* expressed relative to neck bone inverse final */
+ fpv_offset_smooth,
+ fpv_viewpoint_smooth,
+ tpv_offset_smooth,
+ tpv_lpf,
+ cam_velocity_smooth;
+
+ v3f cam_override_pos;
+ v2f cam_override_angles;
+ float cam_override_strength;
+
+ float cam_velocity_influence,
+ cam_velocity_coefficient,
+ cam_velocity_constant,
+ cam_velocity_coefficient_smooth,
+ cam_velocity_constant_smooth,
+ cam_velocity_influence_smooth,
+ cam_land_punch,
+ cam_land_punch_v;
+
+ ent_gate *gate_waiting;
+
+ /*
+ * Input
+ * --------------------------------
+ */
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_jump,
+ *input_push,
+ *input_trick0,
+ *input_trick1,
+ *input_trick2,
+ *input_walk,
+ *input_walkh,
+ *input_walkv,
+ *input_use,
+ *input_reset,
+ *input_grab,
+ *input_camera;
+
+ /*
+ * Animation
+ * --------------------------------------------------
+ */
+
+ struct player_avatar *playeravatar;
+ glmesh *playermesh;
+ struct player_ragdoll ragdoll;
+ vg_tex2d *playertex;
+
+ player_pose holdout_pose;
+ float holdout_time;
+
+ /*
+ * Rewind
+ * ----------------------------------------------------
+ */
+ int rewinding, rewind_sound_wait;
+
+ struct rewind_frame{
+ v3f pos;
+ v3f ang;