refactor world rendering code
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index bf1a5801da4415454e141c7d542326fd2414720e..74d56f30d08de71817844512a09c822eeb0508cb 100644 (file)
--- a/player.c
+++ b/player.c
@@ -35,7 +35,6 @@ static int localplayer_cmd_respawn( int argc, const char *argv[] ){
 static void player_init(void){
    for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
       struct player_subsystem_interface *sys = player_subsystems[i];
-
       if( sys->system_register ) sys->system_register();
    }
 
@@ -123,7 +122,7 @@ static void player__pass_gate( u32 id ){
    localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
    localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
    localplayer.boundary_hash |= index;
-
+   
    ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
    world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
 
@@ -343,10 +342,13 @@ static void player__clear_sfx_buffer(void){
 
 /* implementation */
 #include "player_common.c"
+
 #include "player_walk.c"
 #include "player_skate.c"
 #include "player_dead.c"
 #include "player_drive.c"
+#include "player_basic_info.c"
+
 #include "player_render.c"
 #include "player_ragdoll.c"
 #include "player_replay.c"