#include "player_model.h"
#include "world.h"
-VG_STATIC float k_ragdoll_floatyiness = 20.0f,
- k_ragdoll_floatydrag = 1.0f,
- k_ragdoll_limit_scale = 1.0f;
-
-VG_STATIC int k_ragdoll_div = 1,
- ragdoll_frame = 0,
- k_ragdoll_debug_collider = 1,
- k_ragdoll_debug_constraints = 0;
-
struct player_ragdoll
{
struct ragdoll_part
*/
VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
{
+ world_instance *world = get_active_world();
+
int run_sim = 0;
ragdoll_frame ++;
rb_solver_reset();
for( int i=0; i<rd->part_count; i ++ )
- rb_collide( &rd->parts[i].rb, &world.rb_geo );
+ rb_collide( &rd->parts[i].rb, &world->rb_geo );
/*
* COLLISION DETECTION