remove avatar concept
[carveJwlIkooP6JGAAIwe30JlM.git] / player_dead.c
index 8c558eeb33f1e77e12f00018f480c98aeaf50c60..8f7170e281a78105207ec6ff99f766f1f7ae6da7 100644 (file)
@@ -8,8 +8,8 @@ static void player__dead_update(void){
 }
 
 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;
@@ -29,8 +29,7 @@ static void player__dead_animate(void){
    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 ];
 
@@ -101,8 +100,7 @@ static void player__dead_animate(void){
 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;
@@ -126,11 +124,10 @@ static void player__dead_im_gui(void){
 
 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 );
@@ -139,7 +136,7 @@ static void player__dead_transition(void){
 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 );
    }