u16 board_view_slot, playermodel_view_slot;
+ player_pose pose;
player_pose holdout_pose;
float holdout_time;
- struct board_pose board_pose;
-
/*
* Subsystems
* -------------------------------------------------
void( *_player_post_update[])( player_instance *player ) = {
player__walk_post_update,
player__skate_post_update,
- NULL,
+ player__dead_post_update,
player__drive_post_update
};
};
VG_STATIC
-void( *_player_animate[])( player_instance *player, player_animation *dest ) = {
+void( *_player_animate[])( player_instance *player ) = {
player__walk_animate,
player__skate_animate,
player__dead_animate,
player__drive_animate
};
+VG_STATIC
+void( *_player_pose[] )( player_instance *player, player_pose *pose ) = {
+ player__walk_pose,
+ player__skate_pose,
+ player__dead_pose,
+ player__drive_pose,
+};
+
VG_STATIC
void( *_player_post_animate[])( player_instance *player ) = {
player__walk_post_animate,
PLAYER_API void player__setpos( player_instance *player, v3f pos );
PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
PLAYER_API void player__kill( player_instance *player );
+PLAYER_API void player__begin_holdout( player_instance *player );
VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
VG_STATIC void player_apply_transport_to_cam( m4x3f transport );