player_ragdoll_iter( &player->ragdoll );
}
-VG_STATIC void player__dead_animate ( player_instance *player,
- player_animation *anim )
-{
- v3_zero( anim->root_co );
- q_identity( anim->root_q );
+VG_STATIC void player__dead_animate ( player_instance *player ){
+ /* nothing here */
+}
+
+VG_STATIC void player__dead_pose ( player_instance *player ){
+ player_pose *pose = &player->pose;
+ v3_zero( pose->root_co );
+ q_identity( pose->root_q );
- for( int i=0; i<vg_list_size( anim->pose ); i ++ ){
- v3_zero( anim->pose[i].co );
- v3_fill( anim->pose[i].s, 1.0f );
- q_identity( anim->pose[i].q );
+ for( int i=0; i<vg_list_size(pose->keyframes); i ++ ){
+ /* FUUUUTUUREEEE: squangle the rigidbodies back into OK keyframes */
+ v3_zero( pose->keyframes[i].co );
+ v3_fill( pose->keyframes[i].s, 1.0f );
+ q_identity( pose->keyframes[i].q );
}
}
-VG_STATIC void player__dead_post_animate( player_instance *player )
-{
+VG_STATIC void player__dead_post_animate( player_instance *player ){
struct player_avatar *av = player->playeravatar;
struct player_dead *d = &player->_dead;
v3_zero( player->rb.w );
}
-VG_STATIC void player__dead_im_gui ( player_instance *player )
-{
+VG_STATIC void player__dead_im_gui ( player_instance *player ){
}
-VG_STATIC void player__dead_transition ( player_instance *player )
-{
+VG_STATIC void player__dead_transition ( player_instance *player ){
player->subsystem = k_player_subsystem_dead;
copy_avatar_pose_to_ragdoll( player->playeravatar, &player->ragdoll,
player->rb.v );