#include "player.h"
#include "audio.h"
-VG_STATIC void player_ragdoll_init(void)
+static void player_ragdoll_init(void)
{
VG_VAR_F32( k_ragdoll_limit_scale );
VG_VAR_I32( k_ragdoll_div );
VG_VAR_I32( k_ragdoll_debug_constraints );
}
-VG_STATIC void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
+static void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
struct ragdoll_part *rp )
{
m4x3_identity( rp->collider_mtx );
/*
* Get parent index in the ragdoll
*/
-VG_STATIC u32 ragdoll_bone_parent( struct player_ragdoll *rd,
+static u32 ragdoll_bone_parent( struct player_ragdoll *rd,
struct player_avatar *av, u32 bone_id )
{
for( u32 j=0; j<rd->part_count; j++ )
/*
* Setup ragdoll colliders
*/
-VG_STATIC void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd,
+static void player_setup_ragdoll_from_avatar( struct player_ragdoll *rd,
struct player_avatar *av )
{
rd->part_count = 0;
/*
* Make avatar copy the ragdoll
*/
-VG_STATIC void copy_ragdoll_pose_to_avatar( struct player_ragdoll *rd,
+static void copy_ragdoll_pose_to_avatar( struct player_ragdoll *rd,
struct player_avatar *av )
{
for( int i=0; i<rd->part_count; i++ ){
/*
* Make the ragdoll copy the player model
*/
-VG_STATIC void copy_avatar_pose_to_ragdoll( struct player_avatar *av,
+static void copy_avatar_pose_to_ragdoll( struct player_avatar *av,
struct player_ragdoll *rd,
v3f velocity )
{
/*
* Draw rigidbody colliders for ragdoll
*/
-VG_STATIC void player_debug_ragdoll(void)
+static void player_debug_ragdoll(void)
{
}
/*
* Ragdoll physics step
*/
-VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
+static void player_ragdoll_iter( struct player_ragdoll *rd )
{
world_instance *world = world_current_instance();