player_load_animation_reference( "models/ch_none.mdl" );
player_model_load( &localplayer.fallback_model, "models/ch_none.mdl" );
player_load_animation_reference( "models/ch_none.mdl" );
player_model_load( &localplayer.fallback_model, "models/ch_none.mdl" );
vg_loader_step( NULL, skaterift_autosave_synchronous );
//board_processview_thread(NULL);
vg_loader_step( NULL, skaterift_autosave_synchronous );
//board_processview_thread(NULL);
world_instance *view_world = get_view_world();
render_world( view_world, &skaterift.cam, 0, 0, 1, 1 );
world_instance *view_world = get_view_world();
render_world( view_world, &skaterift.cam, 0, 0, 1, 1 );
particle_spawn( &particles_grind, localplayer.rb.co,
(v3f){vg_randf64()*2.0f,vg_randf64()*3.0f,vg_randf64()*2.0f},
vg_randf64(), 0xff0000ff );
particle_spawn( &particles_grind, localplayer.rb.co,
(v3f){vg_randf64()*2.0f,vg_randf64()*3.0f,vg_randf64()*2.0f},
vg_randf64(), 0xff0000ff );
particle_system_update( &particles_grind, vg.time_delta );
//particle_system_debug( &particles_grind );
particle_system_prerender( &particles_grind );
particle_system_render( &particles_grind, &skaterift.cam );
particle_system_update( &particles_grind, vg.time_delta );
//particle_system_debug( &particles_grind );
particle_system_prerender( &particles_grind );
particle_system_render( &particles_grind, &skaterift.cam );