-VG_STATIC void player__dead_transition ( player_instance *player ){
- player->subsystem = k_player_subsystem_dead;
- copy_avatar_pose_to_ragdoll( player->playeravatar, &player->ragdoll,
- player->rb.v );
-
- struct player_avatar *av = player->playeravatar;
- struct ragdoll_part *part = &player->ragdoll.parts[ av->id_hip-1 ];
- struct player_dead *d = &player->_dead;
- v3_copy( part->obj.rb.co, d->co_lpf );
- v3_copy( part->obj.rb.v, d->v_lpf );
- v3_copy( part->obj.rb.w, d->w_lpf );
+static void player__dead_animator_exchange( bitpack_ctx *ctx, void *data ){
+ struct player_dead_animator *animator = data;
+
+ for( u32 i=0; i<localplayer.playeravatar->sk.bone_count; i ++ ){
+ bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->transforms[i].co );
+ bitpack_qquat( ctx, animator->transforms[i].q );
+ }