m4x3_mulv( inverse, localplayer.cam.pos, localplayer.cam.pos );
struct skeleton *sk = &localplayer.playeravatar->sk;
- skeleton_apply_transform( sk, inverse );
+ skeleton_apply_transform( sk, inverse, localplayer.final_mtx );
}
}
}
/* position */
v3f fpv_pos, fpv_offset;
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ],
+ m4x3_mulv( localplayer.final_mtx[ av->id_head-1 ],
cc->fpv_viewpoint_smooth, fpv_pos );
m3x3_mulv( localplayer.rb.to_world, cc->fpv_offset_smooth, fpv_offset );
v3_add( fpv_offset, fpv_pos, fpv_pos );