- struct skeleton *sk = &localplayer.playeravatar->sk;
- skeleton_apply_transform( sk, inverse, localplayer.final_mtx );
+ v3f v0;
+ v3_angles_vector( localplayer.cam.angles, v0 );
+ m3x3_mulv( inverse, v0, v0 );
+ v3_angles( v0, localplayer.cam.angles );
+
+ skeleton_apply_transform( &localplayer.skeleton, inverse,
+ localplayer.final_mtx );