#include "skeleton.h"
#include "vg/vg_rigidbody.h"
#include "vg/vg_rigidbody_constraints.h"
-#include "player_render.h"
struct player_ragdoll{
struct ragdoll_part{
int shoes[2];
};
-static float k_ragdoll_floatyiness = 20.0f,
- k_ragdoll_floatydrag = 1.0f,
- k_ragdoll_limit_scale = 1.0f,
- k_ragdoll_spring = 127.0f,
- k_ragdoll_dampening = 15.0f,
- k_ragdoll_correction = 0.5f,
- k_ragdoll_angular_drag = 0.08f,
- k_ragdoll_active_threshold = 5.0f;
-
-static int k_ragdoll_div = 1,
- ragdoll_frame = 0,
- k_ragdoll_debug_collider = 1,
- k_ragdoll_debug_constraints = 0;
-
enum player_die_type {
k_player_die_type_generic,
k_player_die_type_head,
k_player_die_type_feet
};
-static void player_ragdoll_init(void);
-static void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
- struct ragdoll_part *rp );
-static u32 ragdoll_bone_parent( struct player_ragdoll *rd, u32 bone_id );
-static void setup_ragdoll_from_skeleton( struct skeleton *sk,
- struct player_ragdoll *rd );
-static void copy_ragdoll_pose_to_localplayer( struct player_ragdoll *rd );
-static void copy_localplayer_to_ragdoll( struct player_ragdoll *rd,
- enum player_die_type type );
-
-static void player_debug_ragdoll(void);
-static void player_ragdoll_iter( struct player_ragdoll *rd );
+void player_ragdoll_init(void);
+void player_init_ragdoll_bone_collider( struct skeleton_bone *bone,
+ struct ragdoll_part *rp );
+u32 ragdoll_bone_parent( struct player_ragdoll *rd, u32 bone_id );
+void setup_ragdoll_from_skeleton( struct skeleton *sk,
+ struct player_ragdoll *rd );
+void copy_ragdoll_pose_to_localplayer( struct player_ragdoll *rd );
+void copy_localplayer_to_ragdoll( struct player_ragdoll *rd,
+ enum player_die_type type );
+
+void player_debug_ragdoll(void);
+void player_ragdoll_iter( struct player_ragdoll *rd );