+struct player_model{
+ struct dynamic_model_1texture mdl;
+};
+
+enum board_shader{
+ k_board_shader_player,
+ k_board_shader_entity
+};
+
+static void dynamic_model_load( mdl_context *ctx,
+ struct dynamic_model_1texture *mdl,
+ const char *path, u32 *fixup_table );
+static void dynamic_model_unload( struct dynamic_model_1texture *mdl );
+
+static void player_board_load( struct player_board *mdl, const char *path );
+static void player_board_unload( struct player_board *mdl );
+
+static void player_model_load( struct player_model *board, const char *path);
+static void player_model_unload( struct player_model *board );
+
+static void render_board( camera *cam, world_instance *world,
+ struct player_board *board, m4x3f root,
+ struct player_board_pose *pose,
+ enum board_shader shader );
+
+static void render_playermodel( camera *cam, world_instance *world,
+ int depth_compare,
+ struct player_model *model,
+ struct skeleton *skeleton,
+ m4x3f *final_mtx );
+static void apply_full_skeleton_pose( struct skeleton *sk, player_pose *pose,
+ m4x3f *final_mtx );
+static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+ player_pose *posed );
+static void player_mirror_pose( mdl_keyframe pose[32],
+ mdl_keyframe mirrored[32] );
+static void player__observe_system( enum player_subsystem id );
+