- /*
- * Use this to fill out animation state
- */
- void (* animate) ( player_interface *player, player_attachment *at );
-
- /* Get current camera, required fields to be filled are:
- * fov
- * pos
- * angles
- *
- * They may be blended with other systems
- */
- void (* post_animate) ( player_interface *player, player_attachment *at );
-
- /*
- This is called when a player is forced back to a spawnpoint.
- */
- void (* reset ) ( player_interface *player, player_attachment *at,
- struct respawn_point *spawn );
-
- /*
- * make calls into player_debugtext( .. ) in this function
- */
- void (* debug_ui) ( player_interface *player, player_attachment *at );
-
-#if 0
- /*
- * Called when going through a gate, it should modify any direction and
- * position sensitive things, as well as store context here. it may be
- * restored later.
- */
- void (* gate_transport)( player_interface *player, player_attachment *at,
- teleport_gate *gate );
-#endif
-
- /*
- * Load the state previously saved when gate_transport was called
- */
- void (* load_state) ( player_interface *player, player_attachment *at );
-
-
-
-
-#if 0
- void (* store_state)( player_interface *player, player_attachment *at );
- void (* attatch ) ( player_interface *player, player_attachment *at,
- void *storage );
-#endif