-}
-
-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 );
-#if 0
- if( player->subsystem > k_player_subsystem_max ) continue;
-
- struct player_subsystem_interface *sys =
- player_subsystems[player->subsystem];
-
- struct player_avatar *av = localplayer.playeravatar;
-
- player_pose pose;
- sys->pose( &player->animdata, &pose );
- apply_full_skeleton_pose( &av->sk, &pose,
- &netplayers.final_mtx[ av->sk.bone_count*i ] );
-#endif
- }
-}
-
-static void render_remote_players( world_instance *world, camera *cam ){
- 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;
-
- struct player_model *model = &localplayer.fallback_model;
- render_playermodel( cam, world, 0, model, &av->sk,
- &netplayers.final_mtx[ av->sk.bone_count*i ] );
- }