PLAYER_API
void player__bind( player_instance *player )
{
- player__skate_bind( player );
- player__walk_bind( player );
+ for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
+ if( _player_bind[i] )
+ _player_bind[i]( player );
+ }
}
/*
v3f vp0 = {0.0f,0.1f, 0.55f},
vp1 = {0.0f,0.1f,-0.55f};
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+ struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
if( player->rewinding ){
if( player->rewind_time <= 0.0f ){