seperate gamestate and animator memory (BREAKS: SMOOTHED UPPER YAW)
[carveJwlIkooP6JGAAIwe30JlM.git] / player_drive.c
index 216ec8994ce79cdcb2983fd05c10f20fcf20fd7c..157ef4069842d0d8bdd34af8ad1dc233a559a44c 100644 (file)
@@ -29,14 +29,16 @@ VG_STATIC void player__drive_post_update( player_instance *player )
    v3_copy( drive->vehicle->obj.rb.w, player->rb.w );
 }
 
-VG_STATIC void player__drive_animate( player_instance *player
-                                      player_animation *dest )
-{
+VG_STATIC void player__drive_animate( player_instance *player ){}
+
+VG_STATIC void player__drive_pose( player_instance *player ){
    struct player_drive *drive = &player->_drive;
    struct skeleton *sk = &player->playeravatar->sk;
-   skeleton_sample_anim( sk, drive->anim_drive, 0.0f, dest->pose );
-   v3_copy( player->rb.co, dest->root_co );
-   v4_copy( player->rb.q, dest->root_q );
+   player_pose *pose = &player->pose;
+
+   skeleton_sample_anim( sk, drive->anim_drive, 0.0f, pose->keyframes );
+   v3_copy( player->rb.co, pose->root_co );
+   v4_copy( player->rb.q, pose->root_q );
 }
 
 VG_STATIC void player__drive_post_animate( player_instance *player )