- m4x3_mulv( av->sk.final_mtx[bone], av->sk.bones[bone].co, pos );
- m3x3_mulv( av->sk.final_mtx[bone], part->collider_mtx[3], offset );
+ m4x3_mulv( localplayer.final_mtx[bone], av->sk.bones[bone].co, pos );
+ m3x3_mulv( localplayer.final_mtx[bone], part->collider_mtx[3], offset );