}
else{
vg_warn( "type: %u\n", bone->collider );
- vg_fatal_exit_loop( "Invalid bone collider type" );
+ vg_fatal_error( "Invalid bone collider type" );
}
m4x3_invert_affine( rp->collider_mtx, rp->inv_collider_mtx );
if( rd->parts[ j ].bone_id == bone_id )
return j;
- vg_fatal_exit_loop( "Referenced parent bone does not have a rigidbody" );
+ vg_fatal_error( "Referenced parent bone does not have a rigidbody" );
return 0;
}
continue;
if( rd->part_count > vg_list_size(rd->parts) )
- vg_fatal_exit_loop( "Playermodel has too many colliders" );
+ vg_fatal_error( "Playermodel has too many colliders" );
struct ragdoll_part *rp = &rd->parts[ rd->part_count ++ ];
rp->bone_id = i;