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small bugs
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_model.h
diff --git
a/player_model.h
b/player_model.h
index 6c46f08e4c18601048272135d1740f3f4cca3885..2567a83aac42668c46843d73e0cb4519b27536c1 100644
(file)
--- a/
player_model.h
+++ b/
player_model.h
@@
-13,7
+13,7
@@
#include "player_ragdoll.h"
#include "rigidbody.h"
#include "player_ragdoll.h"
#include "rigidbody.h"
-#include "shaders/
viewchar
.h"
+#include "shaders/
model_character_view
.h"
struct player_avatar
{
struct player_avatar
{
@@
-28,6
+28,10
@@
struct player_avatar
id_head,
id_ik_foot_l,
id_ik_foot_r,
id_head,
id_ik_foot_l,
id_ik_foot_r,
+ id_ik_knee_l,
+ id_ik_knee_r,
+ id_wheel_l,
+ id_wheel_r,
id_board;
};
id_board;
};
@@
-40,9
+44,10
@@
VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
/* load in reference player model, with animations and such */
/* FIXME: This is allocated as un-freeable systems memory */
/* load in reference player model, with animations and such */
/* FIXME: This is allocated as un-freeable systems memory */
- mdl_open( &av->meta, path );
- mdl_load_metadata( &av->meta, vg_mem.rtmemory );
- mdl_load_anim_data( &av->meta, vg_mem.rtmemory );
+ mdl_open( &av->meta, path, vg_mem.rtmemory );
+ mdl_load_metadata_block( &av->meta, vg_mem.rtmemory );
+ mdl_load_animation_block( &av->meta, vg_mem.rtmemory );
+ mdl_close( &av->meta );
struct skeleton *sk = &av->sk;
skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
struct skeleton *sk = &av->sk;
skeleton_setup( sk, vg_mem.rtmemory, &av->meta );
@@
-56,6
+61,10
@@
VG_STATIC void player_avatar_load( struct player_avatar *av, const char *path )
av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
av->id_board = skeleton_bone_id( sk, "board" );
av->id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
av->id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
av->id_board = skeleton_bone_id( sk, "board" );
+ av->id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
+ av->id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
+ av->id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
+ av->id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
}
#if 0
}
#if 0