- if( !src )
- return 0;
-
- mdl_unpack_glmesh( src, &ch->mesh );
-
- 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->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
-
- 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" );
-
- /* setup ragdoll */
+#if 0
+VG_STATIC void player_load_reference( struct player_model *pmodel )
+{
+ shader_viewchar_register();
+ vg_acquire_thread_sync();
+ {
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+ }
+ vg_release_thread_sync();
+
+ /* load in reference player model, with animations and such */
+ mdl_open( &player.mdl.meta, "models/ch_new.mdl" );
+ mdl_load_metadata( &player.mdl.meta, vg_mem.rtmemory );
+ mdl_load_anim_data( &player.mdl.meta, vg_mem.rtmemory );
+
+ vg_linear_clear( vg_mem.scratch );
+ mdl_load_mesh_data( &player.mdl.meta, vg_mem.scratch );
+ mdl_close( &player.mdl.meta );
+
+ /*
+ * load in other player models. This may need to be more sophisticated in
+ * the futre if we have more of these guys
+ */
+ mdl_context ctx_outlaw,
+ ctx_jordan;
+
+ mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
+ mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
+ mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
+ mdl_close( &ctx_outlaw );
+
+ mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
+ mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
+ mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
+ mdl_close( &ctx_jordan );