+ player__render( &small_cam );
+}
+
+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 ] );
+ }