+void render_playermodel( vg_camera *cam, world_instance *world,
+ int depth_compare,
+ struct player_model *model,
+ struct skeleton *skeleton,
+ m4x3f *final_mtx );
+void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+ m4x3f *final_mtx );
+void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+ player_pose *posed );
+void player_mirror_pose( mdl_keyframe pose[32],
+ mdl_keyframe mirrored[32] );
+void player__observe_system( enum player_subsystem id );
+void player_load_animation_reference( const char *path );
+void player__render( vg_camera *cam );
+void player__animate_from_replay( replay_buffer *replay );
+void player__animate(void);
+void player__pre_render(void);