- return 0;
-
- int error_count = 0;
- mdl_unpack_glmesh( src, &ch->mesh );
-
- if( !error_count )
- vg_success( "Loaded character file '%s' with no errors\n", name );
-
- skeleton_setup( &ch->sk, src );
- ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
- ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
- ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
- ch->anim_air = skeleton_get_anim( &ch->sk, "pose_air" );
- ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
- ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
-
- ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
- ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
- ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
- ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
- ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
- ch->id_head = skeleton_bone_id( &ch->sk, "head" );
-
- free( src );
- return 1;
+ {
+ vg_error( "Could not load model\n" );
+ return;
+ }
+
+ mesh_free( &player.mdl.mesh );
+ mdl_unpack_glmesh( src, &player.mdl.mesh );
+
+ if( !replace_mode )
+ {
+ if( !skeleton_setup( &player.mdl.sk, src ) )
+ {
+ vg_error( "Model: %s\n", buf );
+ vg_fatal_exit_loop( "No skeleton" );
+ }
+
+ /*
+ * Link animations
+ */
+ struct _load_anim
+ {
+ const char *name;
+ struct skeleton_anim **anim;
+ }
+ anims[] = {
+ { "pose_stand", &player.mdl.anim_stand },
+ { "pose_highg", &player.mdl.anim_highg },
+ { "pose_slide", &player.mdl.anim_slide },
+ { "pose_air", &player.mdl.anim_air },
+ { "push", &player.mdl.anim_push },
+ { "push_reverse", &player.mdl.anim_push_reverse },
+ { "ollie", &player.mdl.anim_ollie },
+ { "ollie_reverse",&player.mdl.anim_ollie_reverse },
+ { "grabs", &player.mdl.anim_grabs },
+ { "walk", &player.mdl.anim_walk },
+ { "run", &player.mdl.anim_run },
+ { "idle_cycle", &player.mdl.anim_idle },
+ { "jump", &player.mdl.anim_jump }
+ };
+
+ for( int i=0; i<vg_list_size(anims); i++ )
+ {
+ *anims[i].anim = skeleton_get_anim( &player.mdl.sk, anims[i].name );
+
+ if( !(*anims[i].anim) )
+ {
+ vg_error( "Animation '%s' is missing from character '%s'\n",
+ anims[i].name, name );
+ vg_free( src );
+ return;
+ }
+ }
+
+ /*
+ * Link bones
+ */
+ struct _load_bone
+ {
+ const char *name;
+ u32 *bone_id;
+ }
+ bones[] = {
+ { "hips", &player.mdl.id_hip },
+ { "hand.IK.L", &player.mdl.id_ik_hand_l },
+ { "hand.IK.R", &player.mdl.id_ik_hand_r },
+ { "elbow.L", &player.mdl.id_ik_elbow_l },
+ { "elbow.R", &player.mdl.id_ik_elbow_r },
+ { "head", &player.mdl.id_head }
+ };
+
+ for( int i=0; i<vg_list_size(bones); i++ )
+ {
+ *bones[i].bone_id = skeleton_bone_id( &player.mdl.sk, bones[i].name );
+
+ if( !(*bones[i].bone_id) )
+ {
+ vg_error( "Required bone '%s' is missing from character '%s'\n",
+ bones[i].name, name );
+ vg_free( src );
+ return;
+ }
+ }
+
+ player_init_ragdoll( src );
+ }
+
+ vg_free( src );