+
+/*
+ * Update full final_mtx for all remote players
+ */
+static void animate_remote_players(void){
+ for( u32 i=0; i<vg_list_size(netplayers.list); i ++ ){
+ struct network_player *player = &netplayers.list[i];
+ if( !player->active ) continue;
+
+ animate_remote_player( i );
+ }
+}
+
+/*
+ * Draw remote players
+ */
+static void render_remote_players( world_instance *world, camera *cam ){
+
+ SDL_AtomicLock( &addon_system.sl_cache_using_resources );
+
+ for( u32 i=0; i<vg_list_size(netplayers.list); i ++ ){
+ struct network_player *player = &netplayers.list[i];
+ if( !player->active ) continue;
+
+ struct player_avatar *av = localplayer.playeravatar;
+ m4x3f *final_mtx = &netplayers.final_mtx[ av->sk.bone_count*i ];
+
+ struct player_model *model =
+ addon_cache_item_if_loaded( k_addon_type_player,
+ player->playermodel_view_slot );
+
+ if( !model ) model = &localplayer.fallback_model;
+ render_playermodel( cam, world, 0, model, &av->sk, final_mtx );
+
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ player->board_view_slot );
+
+ /* TODO: Board pose */
+#if 0
+ render_board( cam, world, board,
+ final_mtx[localplayer.playeravatar->id_board],
+ &localplayer.pose.board,
+ k_board_shader_player );
+#endif
+ }
+
+ SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+}