+#include "shaders/model_board_view.h"
+#include "depth_compare.h"
+
+#include "network.h"
+#include "player_remote.h"
+
+static void player_load_animation_reference( const char *path ){
+ mdl_context *meta = &localplayer.skeleton_meta;
+ mdl_open( meta, path, vg_mem.rtmemory );
+ mdl_load_metadata_block( meta, vg_mem.rtmemory );
+ mdl_load_animation_block( meta, vg_mem.rtmemory );
+ mdl_close( meta );
+
+ struct skeleton *sk = &localplayer.skeleton;
+ skeleton_setup( sk, vg_mem.rtmemory, meta );
+
+ localplayer.id_world = skeleton_bone_id( sk, "world" );
+ localplayer.id_hip = skeleton_bone_id( sk, "hips" );
+ localplayer.id_chest = skeleton_bone_id( sk, "chest" );
+ localplayer.id_ik_hand_l = skeleton_bone_id( sk, "hand.IK.L" );
+ localplayer.id_ik_hand_r = skeleton_bone_id( sk, "hand.IK.R" );
+ localplayer.id_ik_elbow_l = skeleton_bone_id( sk, "elbow.L" );
+ localplayer.id_ik_elbow_r = skeleton_bone_id( sk, "elbow.R" );
+ localplayer.id_head = skeleton_bone_id( sk, "head" );
+ localplayer.id_foot_l = skeleton_bone_id( sk, "foot.L" );
+ localplayer.id_foot_r = skeleton_bone_id( sk, "foot.R" );
+ localplayer.id_ik_foot_l = skeleton_bone_id( sk, "foot.IK.L" );
+ localplayer.id_ik_foot_r = skeleton_bone_id( sk, "foot.IK.R" );
+ localplayer.id_board = skeleton_bone_id( sk, "board" );
+ localplayer.id_wheel_l = skeleton_bone_id( sk, "wheel.L" );
+ localplayer.id_wheel_r = skeleton_bone_id( sk, "wheel.R" );
+ localplayer.id_ik_knee_l = skeleton_bone_id( sk, "knee.L" );
+ localplayer.id_ik_knee_r = skeleton_bone_id( sk, "knee.R" );
+ localplayer.id_eyes = skeleton_bone_id( sk, "eyes" );
+
+ for( i32 i=0; i<sk->bone_count; i ++ ){
+ localplayer.skeleton_mirror[i] = 0;
+ }
+
+ for( i32 i=1; i<sk->bone_count-1; i ++ ){
+ struct skeleton_bone *si = &sk->bones[i];
+
+ char tmp[64];
+ vg_str str;
+ vg_strnull( &str, tmp, 64 );
+ vg_strcat( &str, si->name );
+
+ char *L = vg_strch( &str, 'L' );
+ if( !L ) continue;
+ u32 len = L-tmp;
+
+ for( i32 j=i+1; j<sk->bone_count; j ++ ){
+ struct skeleton_bone *sj = &sk->bones[j];
+
+ if( !strncmp( si->name, sj->name, len ) ){
+ if( sj->name[len] == 'R' ){
+ localplayer.skeleton_mirror[i] = j;
+ localplayer.skeleton_mirror[j] = i;
+ break;
+ }
+ }
+ }
+ }
+
+ setup_ragdoll_from_skeleton( sk, &localplayer.ragdoll );