force compression
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index da1c337df01bab8847a439dec27391e78d502b78..18936a7ade2248844468cc7e182299c46ea14042 100644 (file)
--- a/player.h
+++ b/player.h
 #ifndef PLAYER_H
 #define PLAYER_H
 
-#include "common.h"
-#include "character.h"
+#include "skaterift.h"
+#include "player_common.h"
+#include "network_compression.h"
+#include "player_effects.h"
+
+enum player_subsystem{
+   k_player_subsystem_walk = 0,
+   k_player_subsystem_skate = 1,
+   k_player_subsystem_dead = 2,
+   k_player_subsystem_drive = 3,
+   k_player_subsystem_basic_info = 4,
+   k_player_subsystem_max,
+   k_player_subsystem_invalid = 255
+};
+
+struct player_cam_controller {
+   enum camera_mode{
+      k_cam_firstperson = 1,
+      k_cam_thirdperson = 0
+   }
+   camera_mode;
+   f32 camera_type_blend;
+
+   v3f fpv_offset,         /* expressed relative to rigidbody */
+       tpv_offset,
+       tpv_offset_extra,
+       fpv_viewpoint,      /* expressed relative to neck bone inverse final*/
+       fpv_offset_smooth,
+       fpv_viewpoint_smooth,
+       tpv_offset_smooth,
+       tpv_lpf,
+       cam_velocity_smooth;
+};
+
+struct player_subsystem_interface{
+   void(*system_register)(void);
+   void(*bind)(void);
+   void(*pre_update)(void);
+   void(*update)(void);
+   void(*post_update)(void);
+   void(*im_gui)(void);
+   void(*animate)(void);
+   void(*pose)( void *animator, player_pose *pose );
+   void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board,
+                   struct player_effects_data *effect_data );
+   void(*post_animate)(void);
+   void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
+   void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
+
+   void *animator_data;
+   u32 animator_size;
+
+   const char *name;
+};
+
+#include "player_ragdoll.h"
+#include "player_render.h"
+#include "player_model.h"
+
+/* subsystem headers */
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+#include "player_drive.h"
+#include "player_basic_info.h"
+
+#include "player_replay.h"
+
+#define PLAYER_REWIND_FRAMES 60*4
+#define RESET_MAX_TIME 45.0
+
+static i32 k_cinema_fixed = 0;
+static f32 k_cinema       = 0.0f;
+static i32 k_invert_y     = 0;
+
+struct {
+   /* transform definition */
+   rigidbody rb;
+   v3f angles;
 
-static int freecam = 0;
-
-static struct gplayer
-{
-   /* Physics */
-   v3f co, v, a, v_last, m, bob;
-   v4f rot;
-   float vswitch, slip, slip_last,
-         reverse;
-
-   float iY;   /* Yaw inertia */
-   int in_air, is_dead, on_board;
-
-   /* Input */
-   v2f joy_l;
-
-   v2f board_xy;
-   float grab;
-   float pitch;
-
-   v3f land_target;
-   v3f land_target_log[22];
-   u32 land_target_colours[22];
-   int land_log_count;
-   m3x3f vr;
-
-   m4x3f to_world, to_local;
-   
-   struct character mdl;
-
-   v3f handl_target, handr_target,
-       handl, handr;
-   
-   /* Camera */
-   float air_blend;
-   
-   v3f camera_pos, smooth_localcam;
-   v2f angles;
-   m4x3f camera, camera_inverse;
-}
-player;
-
-static void player_transform_update(void)
-{
-   q_normalize( player.rot );
-   q_m3x3( player.rot, player.to_world );
-   v3_copy( player.co, player.to_world[3] );
-
-   m4x3_invert_affine( player.to_world, player.to_local );
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
-   v3_zero( player.co );
-
-   if( argc == 1 )
-   {
-      if( !strcmp( argv[0], "tutorial" ))
-         v3_copy( world.tutorial, player.co );
-   }
-
-   v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
-   q_identity( player.rot );
-   player.vswitch = 1.0f;
-   player.slip_last = 0.0f;
-   player.is_dead = 0;
-   player.in_air = 1;
-   m3x3_identity( player.vr );
-
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
-
-   player_transform_update();
-   return 0;
-}
-
-static void player_mouseview(void)
-{
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
-
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.005f, view_vel );
-   }
-   
-   v2_muls( view_vel, 0.7f, view_vel );
-   v2_add( view_vel, player.angles, player.angles );
-   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
-}
-
-static void player_freecam(void)
-{
-   player_mouseview();
-
-   float movespeed = 25.0f;
-   v3f lookdir = { 0.0f, 0.0f, -1.0f },
-       sidedir = { 1.0f, 0.0f,  0.0f };
-   
-   m3x3_mulv( player.camera, lookdir, lookdir );
-   m3x3_mulv( player.camera, sidedir, sidedir );
-   
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
-   v3_muls( move_vel, 0.7f, move_vel );
-   v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-static void apply_gravity( v3f vel, float const timestep )
-{
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
-}
-
-static void player_start_air(void)
-{
-   player.in_air = 1;
-
-   float pstep = ktimestep*10.0f;
-
-   float best_velocity_mod = 0.0f,
-         best_velocity_delta = -9999.9f;
-
-   v3f axis, vup;
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-   v3_cross( vup, player.v, axis );
-   v3_normalize( axis );
-   player.land_log_count = 0;
-   
-   m3x3_identity( player.vr );
-
-   for( int m=-3;m<=12; m++ )
-   {
-      float vmod = ((float)m / 15.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( player.co, pco );
-      v3_copy( player.v, pv );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
-
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, ktimestep, pco );
-
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
-
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
-
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
-
-         if( ray_world( pco1, vdir, &contact ))
-         {
-            float land_delta = v3_dot( pv, contact.normal );
-            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
-            /* Bias prediction towords ramps */
-            if( ray_hit_is_ramp( &contact ) )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
-
-            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
-            {
-               best_velocity_delta = land_delta;
-               best_velocity_mod = vmod;
-
-               v3_copy( contact.pos, player.land_target );
-
-               q_axis_angle( vr_q, axis, vmod*0.1f );
-               q_m3x3( vr_q, player.vr );
-            }
-
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
-
-            player.land_log_count ++;
-
-            break;
-         }
-      }
-   }
-
-   //v3_rotate( player.v, best_velocity_mod, axis, player.v );
-   
-   return;
-   v3_muls( player.v, best_velocity_mod, player.v );
-}
-
-static int sample_if_resistant( v3f pos )
-{
-   v3f ground;
-   v3_copy( pos, ground );
-   ground[1] += 4.0f;
-   
-   ray_hit hit;
-   hit.dist = INFINITY;
-
-   if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      v3f angle;
-      v3_copy( player.v, angle );
-      v3_normalize( angle );
-      float resistance = v3_dot( hit.normal, angle );
-
-      if( resistance < 0.25f )
-      {
-         v3_copy( hit.pos, pos );
-         return 1;
-      }
-   }
-
-   return 0;
-}
-
-static float stable_force( float current, float diff )
-{
-   float new = current + diff;
-
-   if( new * current < 0.0f )
-      return 0.0f;
-
-   return new;
-}
-
-static void player_physics_ground(void)
-{
-   /* 
-    * Getting surface collision points,
-    * the contact manifold is a triangle for simplicity.
-    */
-   v3f contact_front, contact_back, contact_norm, vup, vside,
-       axis;
-   
-   float klength = 0.65f;
-   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
-   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
-   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
-   m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
-   m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
-
-   v3f cn0, cn1, cn2;
-   
-   int contact_count = 
-      sample_if_resistant( contact_front ) +
-      sample_if_resistant( contact_back ) +
-      sample_if_resistant( contact_norm );
-   
-   if( contact_count < 3 )
-   {
-      player_start_air();
-      return;
-   }
-
-   v3f norm;
-   v3f v0, v1;
-   v3_sub( contact_norm, contact_front, v0 );
-   v3_sub( contact_back, contact_front, v1 );
-   v3_cross( v1, v0, norm );
-   v3_normalize( norm );
-
-   vg_line( contact_norm, contact_front, 0xff00ff00 );
-   vg_line( contact_back, contact_front, 0xff0000ff );
-
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
-
-   if( angle < 0.999f )
-   {
-      v4f correction;
-      q_axis_angle( correction, axis, acosf(angle) );
-      q_mul( correction, player.rot, player.rot );
-   }
-
-   float resistance = v3_dot( norm, player.v );
-   if( resistance >= 0.0f )
-   {
-      player_start_air();
-      return;
-   }
-   else
-   {
-      v3_muladds( player.v, norm, -resistance, player.v );
-   }
-   
-   /* This is where velocity integration used to be */
-
-   float slip = 0.0f;
-
-   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
-
-   v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
-
-   /* Calculate local forces */
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
-
-   float substep = ktimestep * 0.2f;
-   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
-
-   for( int i=0; i<5; i++ )
-   {
-      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
-   }
-   
-   static double start_push = 0.0;
-   if( vg_get_button_down( "push" ) )
-      start_push = vg_time;
-
-   if( !vg_get_button("break") && vg_get_button( "push" ) )
-   {
-      float const k_maxpush = 16.0f,
-                  k_pushaccel = 5.0f;
-
-      float cycle_time = vg_time-start_push,
-            amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
-            current = v3_length( vel ),
-            new_vel = vg_minf( current + amt, k_maxpush );
-      new_vel -= vg_minf(current, k_maxpush);
-      vel[2] -= new_vel * player.reverse;
-   }
-   
-   m3x3_mulv( player.to_world, vel, player.v );
-
-   if( vg_get_button( "yawl" ) )
-      player.iY +=  3.6f * ktimestep;
-   if( vg_get_button( "yawr" ) )
-      player.iY -=  3.6f * ktimestep;
-   
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
-   
-   /* Too much lean and it starts to look like a snowboard here */
-   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
-         ktimestep*5.0f, player.board_xy);
-}
-
-static void draw_cross(v3f pos,u32 colour, float scale)
-{
-   v3f p0, p1;
-   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
-   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
-   vg_line( p0, p1, colour );
-}
-
-static void player_physics_air(void)
-{
-   m3x3_mulv( player.vr, player.v, player.v );
-   for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], player.land_target_colours[i], 1);
-
-   draw_cross( player.land_target, 0xff0000ff, 1 );
-
-   v3f ground_pos;
-   v3_copy( player.co, ground_pos );
-   ground_pos[1] += 4.0f;
-   
-   ray_hit hit;
-   hit.dist = INFINITY;
-   if( ray_world( ground_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      if( hit.pos[1] > player.co[1] )
-      {
-         player.in_air = 0;
-         
-         if( !ray_hit_is_ramp( &hit ) )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.v );
-         }
-
-         return;
-      }
-   }
-   
-   /* Prediction 
-    *
-    * TODO: Find best landing surface and guide player towords it
-    */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-      
-      float orig_dist = contact.dist;
-      if( ray_world( pco1, vdir, &contact ))
-      {
-         v3f localup;
-         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
-         float angle = v3_dot( localup, contact.normal );
-         v3f axis; 
-         v3_cross( localup, contact.normal, axis );
-
-         time_to_impact += (contact.dist/orig_dist)*pstep;
-         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-         limiter = 1.0f-limiter;
-         limiter *= limiter;
-         limiter = 1.0f-limiter;
-
-         if( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rot, player.rot );
-         }
-
-         draw_cross( contact.pos, 0xffff0000, 1 );
-         break;
-      }
-      time_to_impact += pstep;
-   }
-
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
-   {
-
-      float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
-      static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, 0.3f );
-      
-      v4f rotate;
-      v3f vside;
-      
-      m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
-      q_axis_angle( rotate, vside, siX );
-      q_mul( rotate, player.rot, player.rot );
-   }
-   
-   v2f target = {0.0f,0.0f};
-   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-               player.grab, target );
-   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
-}
-
-static void player_do_motion(void)
-{
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
-
-   player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
-   player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
-
-   if( player.in_air )
-      player_physics_air();
-
-   if( !player.in_air )
-      player_physics_ground();
-   
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( player.co, prevco );
-   
-   apply_gravity( player.v, ktimestep );
-   v3_muladds( player.co, player.v, ktimestep, player.co );
-
-   /* Integrate inertia */
-   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
-   m3x3_mulv( player.to_world, vup, vup );
-
-   static float siY = 0.0f;
-
-   float lerpq = player.in_air? 0.04f: 0.3f;
-   siY = vg_lerpf( siY, player.iY, lerpq );
-
-   q_axis_angle( rotate, vup, siY );
-   q_mul( rotate, player.rot, player.rot );
-
-   player.iY = 0.0f; /* temp */
-
-#if 0
-   /* GATE COLLISION */
-   if( gate_intersect( &gate_a, player.co, prevco ) )
-   {
-      teleport_gate *gate = &gate_a;
-
-      m4x3f transport;
-      m4x3_mul( gate->other->to_world, gate->to_local, transport );
-      m4x3_mulv( transport, player.co, player.co );
-      m3x3_mulv( transport, player.v, player.v );
-      m3x3_mulv( transport, player.v_last, player.v_last );
-      m3x3_mulv( transport, player.m, player.m );
-      m3x3_mulv( transport, player.bob, player.bob );
-
-      v4f transport_rotation;
-      m3x3_q( transport, transport_rotation );
-      q_mul( transport_rotation, player.rot, player.rot );
-   }
-#endif
-
-   /* Camera and character */
-   player_transform_update();
-
-   player.angles[0] = atan2f( player.v[0], -player.v[2] );
-   player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
-                                       player.v[2]*player.v[2]) ) * 0.3f;
-
-   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f );
-   v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend, 
-         player.camera_pos );
-}
-
-/*
- * Get a sample at this pole location, will return 1 if the sample is valid,
- * and pos will be updated to be the intersection location.
- */
-static int player_walkgrid_samplepole( u32 *geo, int len, v3f pos )
-{
-   v3f p1;
-   v3_copy( pos, p1 );
-   p1[1] -= 10.0f;
-
-   vg_line( pos, p1, 0x20ffffff );
-
-   v3f sample_pos;
-   v3_copy(pos, sample_pos);
-
-   v3f vdir = {0.0f,-1.0f,0.0f};
-   int count = 0;
-
-   ray_hit hit;
-   hit.dist = INFINITY;
-   for( int i=0; i<len; i++ )
-   {
-      u32 *tri = &world.geo.indices[ geo[i] ];
-      count += bvh_ray_tri( &world.geo, tri, sample_pos, vdir, &hit );
-   }
-
-   if( count )
-   {
-      v3f v0, v1;
-      float *pa = world.geo.verts[hit.tri[0]].co,
-            *pb = world.geo.verts[hit.tri[1]].co,
-            *pc = world.geo.verts[hit.tri[2]].co;
-
-      v3_sub( pa, pb, v0 );
-      v3_sub( pc, pb, v1 );
-      v3_cross( v1, v0, hit.normal );
-      v3_normalize( hit.normal );
-      v3_muladds( sample_pos, vdir, hit.dist, pos );
-
-      draw_cross( pos, 0xff00ff00, 0.05f );
-      return count;
-   }
-   else
-      return 0;
-}
-
-static void player_walkgrid_clip(u32 *geo, int len, v3f pos, v3f dir, v3f clip)
-{
-   float max_dist = 0.0f;
-   v3f tri[3];
-   v3f perp;
-   v3_cross( dir,(v3f){0.0f,1.0f,0.0f},perp );
-   v3_copy( pos, clip );
-
-   for( int i=0; i<len; i++ )
-   {
-      u32 *ptri = &world.geo.indices[ geo[i] ];
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ptri[j]].co, tri[j] );
-
-      for( int k=0; k<3; k++ )
-      {
-         int ia = k,
-             ib = (k+1)%3;
-         
-         v3f v0, v1;
-         v3_sub( tri[ia], pos, v0 );
-         v3_sub( tri[ib], pos, v1 );
-
-         if( (dir[2]*v0[0] - dir[0]*v0[2]) *
-             (dir[2]*v1[0] - dir[0]*v1[2]) < 0.0f )
-         {
-            float da = v3_dot(v0,perp),
-                  db = v3_dot(v1,perp),
-                  d  = da-db,
-                  qa = da/d;
-
-            v3f p0;
-            v3_muls( v1, qa, p0 );
-            v3_muladds( p0, v0, 1.0f-qa, p0 );
-
-            float h = v3_dot(p0,dir)/v3_dot(dir,dir);
-
-            if( h >= max_dist && h <= 1.0f )
-            {
-               max_dist = h;
-               v3_copy( p0, clip );
-            }
-         }
-      }
-   }
-
-   v3f clippos;
-   v3_add( pos, clip, clippos );
-   draw_cross( clippos, 0xffffff00, 0.05f );
-}
-
-static void player_walkgrid_getsurface(void)
-{
-   float const k_gridscale = 0.5f;
-   float const k_stepheight = 0.5f;
-   float const k_walkspeed = 6.0f;
-   float const k_miny = 0.6f;
-   float const k_height = 1.78f;
-   int const k_gridamt = 8;
-   float const k_region_size = (float)k_gridamt/2.0f * k_gridscale;
-
-   v3f cell;
-   v3_muls( player.co, 1.0f/k_gridscale, cell );
-   v3_floor( cell, cell );
-   v3_muls( cell, k_gridscale, cell );
-
-   u32 geo[128];
-
-   boxf region;
-   v3_muladds( cell, (v3f){-1.0f,-1.0f,-1.0f}, k_region_size, region[0] );
-   v3_muladds( cell, (v3f){ 1.0f, 1.0f, 1.0f}, k_region_size, region[1] );
-
-   int tri_count = bvh_select_triangles( &world.geo, region, geo, 128 );
-
-   v3f tri[3];
-   for( int i=0; i<tri_count; i++ )
-   {
-      for( int j=0; j<3; j++ )
-         v3_copy( world.geo.verts[ world.geo.indices[geo[i]+j] ].co, tri[j] );
-
-#if 0
-      vg_line( tri[0], tri[1], 0xffa2ff30 );
-      vg_line( tri[1], tri[2], 0xffa2ff30 );
-      vg_line( tri[2], tri[0], 0xffa2ff30 );
-#endif 
-   }
-
-   struct grid_sample
-   {
-      int valid;
-      v3f clip[2];
-      v3f pos;
-   }
-   samples[ k_gridamt ][ k_gridamt ];
-   
-   /* Get surface samples */
-   for( int y=0; y<k_gridamt; y++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         struct grid_sample *s = &samples[y][x];
-         v3_muladds( region[0], (v3f){ x, 0, y }, k_gridscale, s->pos );
-         s->pos[1] = player.co[1] + k_height;
-
-         s->valid = player_walkgrid_samplepole( geo, tri_count, s->pos )? 1: 0;
-      }
-   }
-   
-   /* 
-    * Calculate h+v clipping distances.
-    * Distances are stored in A always, so you know that if the sample is
-    * invalid, this signifies the start of the manifold as opposed to the
-    * extent or bounds of it.
+   /*
+    * Camera management
+    * ---------------------------
     */
-   for( int i=0; i<2; i++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         for( int z=0; z<k_gridamt-1; z++ )
-         {
-            v3f clipdir = { 0.0f, 0.0f, 0.0f };
-            
-            struct grid_sample *sa, *sb;
-            if( i == 1 )
-            {
-               sa = &samples[z][x];
-               sb = &samples[z+1][x];
-            }
-            else
-            {
-               sa = &samples[x][z];
-               sb = &samples[x][z+1];
-            }
+   camera cam;
+   struct player_cam_controller cam_control;
+   f32 cam_trackshake;
 
-            if( sa->valid != sb->valid )
-            {
-               clipdir[i*2] = (float)(sa->valid - sb->valid)*k_gridscale;
-               player_walkgrid_clip( geo, tri_count, 
-                     sa->valid? sa->pos: sb->pos,
-                     clipdir, sa->clip[i] );
-            }
-            else
-            {
-               if( sa->valid )
-               {
-                  vg_line( sa->pos, sb->pos, 0xffffffff );
-               }
-            }
-         }
-      }
-   }
-
-   /* Draw connections */
-   for( int x=0; x<k_gridamt-1; x++ )
-   {
-      for( int z=0; z<k_gridamt-1; z++ )
-      {
-         static const struct conf
-         {
-            struct confedge
-            {  
-               /* i: sample index
-                * d: data index
-                * a: axis index
-                */
-               int i0, i1, 
-                   d0, d1,
-                   a0, a1;
-            }
-            edges[2];
-            int edge_count;
-         }
-         k_configs[16] = {
-            {{},0},
-            {{{ 3, 3, 3, 0, 1,0 }}, 1},
-            {{{ 2, 2, 1, 3, 0,1 }}, 1},
-            {{{ 2, 3, 1, 0, 0,0 }}, 1},
-
-            {{{ 1, 1, 0, 1, 1,0 }}, 1},
-            {{{ 3, 3, 3, 0, 1,0 },
-              { 1, 1, 0, 1, 1,0 }}, 2},
-            {{{ 1, 2, 0, 3, 1,1 }}, 1},
-            {{{ 1, 3, 0, 0, 1,0 }}, 1},
-
-            {{{ 0, 0, 0, 0, 0,1 }}, 1},
-            {{{ 3, 0, 3, 0, 1,1 }}, 1},
-            {{{ 2, 2, 1, 3, 0,1 },
-              { 0, 0, 0, 0, 0,1 }}, 2},
-            {{{ 2, 0, 1, 0, 0,1 }}, 1},
-
-            {{{ 0, 1, 0, 1, 0,0 }}, 1},
-            {{{ 3, 1, 3, 1, 1,0 }}, 1},
-            {{{ 0, 2, 0, 3, 0,1 }}, 1},
-            {{},0},
-         };
-         
-         struct grid_sample *corners[4] =
-         {
-            &samples[z][x],
-            &samples[z+1][x],
-            &samples[z+1][x+1],
-            &samples[z][x+1]
-         };
-
-         u32 config = (corners[0]->valid<<3) | (corners[1]->valid<<2) | 
-                      (corners[2]->valid<<1) | corners[3]->valid;
-
-         const struct conf *conf = &k_configs[ config ];
-
-         for( int i=0; i<conf->edge_count; i++ )
-         {
-            const struct confedge *edge = &conf->edges[i];
+   float cam_velocity_influence,
+         cam_velocity_coefficient,
+         cam_velocity_constant,
+         cam_velocity_coefficient_smooth,
+         cam_velocity_constant_smooth,
+         cam_velocity_influence_smooth;
 
-            v3f p0, p1;
-            v3_add( corners[edge->i0]->pos, 
-                    corners[edge->d0]->clip[edge->a0], p0 );
-            v3_add( corners[edge->i1]->pos, 
-                    corners[edge->d1]->clip[edge->a1], p1 );
-            vg_line( p0, p1, 0xff0000ff );
-
-            vg_line( corners[edge->i0]->pos, p0, 0xffffffff );
-            vg_line( corners[edge->i1]->pos, p1, 0xffffffff );
-         }
-      }
-   }
-}
-
-static void player_walkgrid(void)
-{
-   player_walkgrid_getsurface();
-
-   float const k_gridscale = 0.5f;
-   float const k_stepheight = 0.5f;
-   float const k_walkspeed = 6.0f;
-   float const k_miny = 0.6f;
-   float const k_height = 1.78f;
-   int const k_gridamt = 8;
-
-#if 0
-   v3f cell;
-   v3_muls( player.co, 1.0f/k_gridscale, cell );
-   v3_floor( cell, cell );
-   v3_muls( cell, k_gridscale, cell );
-   
-   struct grid_sample
-   {
-      ray_hit hit;
-      int valid;
-   }
-   samples[ k_gridamt ][ k_gridamt ];
+   v3f cam_land_punch, cam_land_punch_v;
+   ent_gate *gate_waiting;
+   int immobile;
 
-   v3f grid_origin;
-   v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, 
-         (float)(k_gridamt/2) * k_gridscale, grid_origin );
+   int rewinded_since_last_gate;
 
    /* 
-    * Get sample 'poles'
+    * Network
+    * --------------------------------------------------
     */
-   for( int y=0; y<k_gridamt; y++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         v3f sample_coord;
-         v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
-         sample_coord[1] += k_height;
-
-         struct grid_sample *sample = &samples[y][x];
-         sample->valid = 0;
-         sample->hit.dist = k_stepheight+k_height;
-
-         if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
-         {
-            if( sample->hit.normal[1] >= k_miny &&
-                ray_hit_is_ramp( &sample->hit ))
-            {
-               sample->valid = 1;
-               draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
-            }
-            else
-               draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
-         }
-      }
+   u16 boundary_hash;
+   struct net_sfx {
+      u8 system, priority, id;
+      f32 subframe, volume;
+      v3f location;
    }
+   sfx_buffer[4];
+   u32 sfx_buffer_count;
 
    /*
-    * Clip grid intersections with triangle edges
+    * Animation
+    * --------------------------------------------------
     */
-   for( int dir=0; dir<2; dir++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         for( int y=0; y<k_gridamt-1; y++ )
-         {
-            struct grid_sample *sa, *sb;
-
-            if( dir == 0 )
-            {
-               sa = &samples[y][x];
-               sb = &samples[y+1][x];
-            }
-            else
-            {
-               sa = &samples[x][y];
-               sb = &samples[x][y+1];
-            }
-
-            if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
-            {
-               int line = dir==0? 0:2,
-                   axis = dir==0? 2:0;
-
-               v3f tri[3];
-               ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
-
-               v3f other = {0,0,0};
-               other[axis] = sa->valid? k_gridscale: -k_gridscale;
-               v3_add( sa->valid? sa->hit.pos: sb->hit.pos, other, other );
-               vg_line( sa->valid? sa->hit.pos: sb->hit.pos, 
-                     other, 0xffffffff );
-
-               v3f sample;
-               if( dir == 0 )
-               v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample);
-               else
-               v3_muladds( grid_origin, (v3f){ y, 0, x }, k_gridscale, sample);
-               
-               /* Clip triangles until we find an edge inside the cell */
-               float offset = sample[line],
-                      basis = sample[axis];
-
-               for( int i=0; i<3; i++ )
-               {
-                  int ia = i,
-                      ib = (i+1)%3;
-                  float pa = tri[ia][line],
-                        pb = tri[ib][line];
-
-                  vg_line( tri[ia],tri[ib],0xffaaaaaa );
-
-                  if( (pa-offset)*(pb-offset) > 0.0f )
-                     continue;
-
-                  float d = pb-pa,
-                       qa = (offset-pa)/d,
-                        h = qa*tri[ib][axis] + (1.0f-qa)*tri[ia][axis],
-                        q = (h-basis)/k_gridscale;
-
-                  if( q >= 0.0f && q <= 1.0f )
-                  {
-                     float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
-                     v3f intersection;
-                     if( dir == 0 )
-                        v3_copy( (v3f){ offset, height, h }, intersection );
-                     else
-                        v3_copy( (v3f){ h, height, offset }, intersection );
-                     draw_cross( intersection, 0xffff0000, 0.06f );
-                     break;
-                  }
-               }
-            }
-         }
-      }
-   }
-#endif
-   v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
-       side = { -fwd[2], 0.0f, fwd[0] };
-
-   /* Temp */
-   if( glfwGetKey( vg_window, GLFW_KEY_W ) )
-      v3_muladds( player.co, fwd,  ktimestep*k_walkspeed, player.co );
-   if( glfwGetKey( vg_window, GLFW_KEY_S ) )
-      v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co );
-
-   if( glfwGetKey( vg_window, GLFW_KEY_A ) )
-      v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co );
-   if( glfwGetKey( vg_window, GLFW_KEY_D ) )
-      v3_muladds( player.co, side,  ktimestep*k_walkspeed, player.co );
-   
-   m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
-   player_mouseview();
-   player_transform_update();
-}
-
-static void player_animate(void)
-{
-   /* Camera position */
-   v3_sub( player.v, player.v_last, player.a );
-   v3_copy( player.v, player.v_last );
-
-   v3_add( player.m, player.a, player.m );
-   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-   v3f target;
-   
-   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
-   player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
-   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
-   v3_copy( player.m, target );
-   v3_lerp( player.bob, target, 0.2f, player.bob );
-
-   /* Head */
-   float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
-                              
-   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
-   player.grab = vg_lerpf( player.grab, grabt, 0.04f );
 
-   float kheight = 2.0f,
-         kleg = 0.6f;
+   struct player_ragdoll  ragdoll;
+   struct player_model    fallback_model;
+   struct player_board    fallback_board;
 
-   v3f head;
-   head[0] = 0.0f;
-   head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
-   head[2] = 0.0f;
+   u16 board_view_slot, playermodel_view_slot;
 
-   v3f offset;
-   m3x3_mulv( player.to_local, player.bob, offset );
+   player_pose            pose;
+   player_pose            holdout_pose;
+   float                  holdout_time;
 
-   offset[0] *= 0.3333f;
-   offset[1] *= -0.25f;
-   offset[2] *= 0.7f;
-   v3_muladds( head, offset, 0.7f, head );
-   head[1] = vg_clampf( head[1], 0.3f, kheight );
+   m4x3f                 *final_mtx;
 
-#if 0
-   if( !freecam )
-   {
-      v3_copy( head, player.view );
-      v3f camoffs = {-0.2f,-0.6f,0.00f};
-      v3_add( player.view, camoffs, player.view );
-   }
-#endif
-
-   /* 
-    * Animation blending
-    * ===========================================
+   /*
+    * Subsystems
+    * -------------------------------------------------
     */
 
-   static float fslide = 0.0f;
-   static float fdirz = 0.0f;
-   static float fdirx = 0.0f;
-   static float fstand = 0.0f;
-   static float ffly = 0.0f;
+   enum player_subsystem subsystem; /* .. prev */
 
-   float speed = v3_length( player.v );
-   
-   fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
-   fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
-            0.0f,1.0f), 0.04f);
-   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
-   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.04f );
-   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
-
-   character_pose_reset( &player.mdl );
-
-   float amt_air = ffly*ffly,
-         amt_ground = 1.0f-amt_air,
-         amt_std = (1.0f-fslide) * amt_ground,
-         amt_stand = amt_std * fstand,
-         amt_aero = amt_std * (1.0f-fstand),
-         amt_slide = amt_ground * fslide;
-
-   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
-   character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
-   character_final_pose( &player.mdl, offset, 
-         &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
-   character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
-   character_final_pose( &player.mdl, offset, 
-         &pose_slide1, amt_slide*(1.0f-fdirx) );
-
-   character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, 
-         &pose_fly, amt_air );
-
-   /* Camera position */
-   v3_lerp( player.smooth_localcam, player.mdl.cam_pos, 0.08f, 
-            player.smooth_localcam );
-   v3_muladds( player.smooth_localcam, offset, 0.7f, player.camera_pos );
-   player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight );
-   m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos );
-
-   /* 
-    * Additive effects
-    * ==========================
+   /*
+    * Rendering
     */
-   struct ik_basic *arm_l = &player.mdl.ik_arm_l,
-                   *arm_r = &player.mdl.ik_arm_r;
-
-   v3f localv;
-   m3x3_mulv( player.to_local, player.v, localv );
-   v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
-   v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
-
-   /* New board transformation */
-   v4f board_rotation; v3f board_location;
-
-   v4f rz, rx;
-   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
-   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
-   q_mul( rx, rz, board_rotation );
-   
-   v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
-   q_m3x3( board_rotation, mboard );
-   m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
-   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
-   v3_copy( board_location, mboard[3] );
-
-
-   float wheel_r = offset[0]*-0.4f;
-   v4f qwheel;
-   q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
-   
-   q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
-
-   m3x3_transpose( player.mdl.matrices[k_chpart_wb],
-                   player.mdl.matrices[k_chpart_wf] );
-   v3_copy( player.mdl.offsets[k_chpart_wb], 
-         player.mdl.matrices[k_chpart_wb][3] );
-   v3_copy( player.mdl.offsets[k_chpart_wf], 
-         player.mdl.matrices[k_chpart_wf][3] );
-   
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
-                     player.mdl.matrices[k_chpart_wb] );
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
-                     player.mdl.matrices[k_chpart_wf] );
-
-   m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
-   m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
-
-
-   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
-   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
-
-   if( 1||player.in_air )
-   {
-      float tuck = player.board_xy[1],
-            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-      
-      float crouch = player.grab*0.3f;
-      v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch, player.mdl.ik_body.base );
-      v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch*1.2f, player.mdl.ik_body.end );
-
-      if( tuck < 0.0f )
-      {
-         //foot_l *= 1.0f-tuck_amt*1.5f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
-                  player.handl_target );
-         }
-      }
-      else
-      {
-         //foot_r *= 1.0f-tuck_amt*1.4f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
-                  player.handr_target );
-         }
-      }
-   }
+   mdl_context skeleton_meta;
+   struct skeleton skeleton;
+
+   u32 id_hip,
+       id_chest,
+       id_ik_hand_l,
+       id_ik_hand_r,
+       id_ik_elbow_l,
+       id_ik_elbow_r,
+       id_head,
+       id_ik_foot_l,
+       id_ik_foot_r,
+       id_ik_knee_l,
+       id_ik_knee_r,
+       id_wheel_l,
+       id_wheel_r,
+       id_board,
+       id_eyes;
+
+   struct player_effects_data effect_data;
+}
+static localplayer = {
+   .rb = {
+      .co = { 0,0,0 },
+      .w = { 0,0,0 },
+      .v = { 0,0,0 },
+      .q = { 0,0,0,1 },
+      .to_world = M4X3_IDENTITY,
+      .to_local = M4X3_IDENTITY
+   }
+};
+
+struct player_subsystem_interface static *player_subsystems[] = {
+   [k_player_subsystem_walk]  = &player_subsystem_walk,
+   [k_player_subsystem_dead]  = &player_subsystem_dead,
+   [k_player_subsystem_drive] = &player_subsystem_drive,
+   [k_player_subsystem_skate] = &player_subsystem_skate,
+   [k_player_subsystem_basic_info]=&player_subsystem_basic_info
+};
 
-   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
-
-   v3_copy( player.handl, player.mdl.ik_arm_l.end );
-   v3_copy( player.handr, player.mdl.ik_arm_r.end );
-
-   /* Head rotation */
-
-   static float rhead = 0.0f;
-   rhead = vg_lerpf( rhead,
-         vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
-   player.mdl.rhead = rhead;
-}
-
-static void player_update(void)
-{
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
-
-   if( freecam )
-   {
-      player_freecam();
-   }
-   else
-   {
-      if( player.is_dead )
-      {
-         character_ragdoll_iter( &player.mdl );
-         character_debug_ragdoll( &player.mdl );
-      }
-      else
-      {
-         if( player.on_board )
-         {
-            player_do_motion();
-            player_animate();
-         }
-         else
-         {
-            player_walkgrid();
-         }
-      }
-   }
-
-   /* Update camera matrices */
-   m4x3_identity( player.camera );
-   m4x3_rotate_y( player.camera, -player.angles[0] );
-   m4x3_rotate_x( player.camera, -0.33f -player.angles[1] );
-   v3_copy( player.camera_pos, player.camera[3] );
-   m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
-static void draw_player(void)
-{
-   /* Draw */
-   m4x3_copy( player.to_world, player.mdl.mroot );
-
-   if( player.is_dead )
-      character_mimic_ragdoll( &player.mdl );
-   else
-      character_eval( &player.mdl );
+/*
+ * Gameloop tables
+ * ---------------------------------------------------------
+ */
 
-   character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
-}
+static void player__debugtext( int size, const char *fmt, ... );
+static void player__use_mesh( glmesh *mesh );
+static void player__use_texture( vg_tex2d *tex );
+static void player__use_model( u16 reg_id );
+
+static void player__bind(void);
+static void player__pre_update(void);
+static void player__update(void);
+static void player__post_update(void);
+
+static void player__pass_gate( u32 id );
+static void player__im_gui(void);
+static void player__setpos( v3f pos );
+static void player__spawn( ent_spawn *rp );
+static void player__clean_refs(void);
+static void player__reset(void);
+static void player__kill(void);
+static void player__begin_holdout( v3f offset );
+
+static int localplayer_cmd_respawn( int argc, const char *argv[] );
+static void player_apply_transport_to_cam( m4x3f transport );
+
+static void player__clear_sfx_buffer(void);
+static void player__networked_sfx( u8 system, u8 priority, u8 id, 
+                                   v3f pos, f32 volume );
+static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx );
+static void net_sfx_play( struct net_sfx *sfx );
 
 #endif /* PLAYER_H */