}
static void player__dead_post_update(void){
- struct player_avatar *av = localplayer.playeravatar;
- struct ragdoll_part *part = &localplayer.ragdoll.parts[ av->id_hip-1 ];
+ struct ragdoll_part *part =
+ &localplayer.ragdoll.parts[ localplayer.id_hip-1 ];
struct player_dead *d = &player_dead;
v3f ext_co;
struct player_dead *d = &player_dead;
struct player_dead_animator *animator = &d->animator;
struct player_ragdoll *rd = &localplayer.ragdoll;
- struct player_avatar *av = localplayer.playeravatar;
- struct skeleton *sk = &av->sk;
+ struct skeleton *sk = &localplayer.skeleton;
m4x3f transforms[ 32 ];
static void player__dead_pose( void *_animator, player_pose *pose ){
struct player_dead_animator *animator = _animator;
struct player_ragdoll *rd = &localplayer.ragdoll;
- struct player_avatar *av = localplayer.playeravatar;
- struct skeleton *sk = &av->sk;
+ struct skeleton *sk = &localplayer.skeleton;
pose->type = k_player_pose_type_fk_2;
pose->board.lean = 0.0f;
static void player__dead_transition(void){
localplayer.subsystem = k_player_subsystem_dead;
- copy_avatar_pose_to_ragdoll( localplayer.playeravatar, &localplayer.ragdoll,
- localplayer.rb.v );
+ copy_localplayer_to_ragdoll( &localplayer.ragdoll, localplayer.rb.v );
- struct player_avatar *av = localplayer.playeravatar;
- struct ragdoll_part *part = &localplayer.ragdoll.parts[ av->id_hip-1 ];
+ struct ragdoll_part *part =
+ &localplayer.ragdoll.parts[ localplayer.id_hip-1 ];
v3_copy( part->obj.rb.co, player_dead.co_lpf );
v3_copy( part->obj.rb.v, player_dead.v_lpf );
v3_copy( part->obj.rb.w, player_dead.w_lpf );
static void player__dead_animator_exchange( bitpack_ctx *ctx, void *data ){
struct player_dead_animator *animator = data;
- for( u32 i=0; i<localplayer.playeravatar->sk.bone_count; i ++ ){
+ for( u32 i=0; i<localplayer.skeleton.bone_count; i ++ ){
bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->transforms[i].co );
bitpack_qquat( ctx, animator->transforms[i].q );
}