shader vacuuming
[carveJwlIkooP6JGAAIwe30JlM.git] / player_ragdoll.h
index db01ecec75fbfe435ad3284ccab1d4f42a3ce785..e4a368ebfad8ed50bc60350057aa359eba502b9d 100644 (file)
@@ -8,15 +8,6 @@
 #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
@@ -278,6 +269,8 @@ VG_STATIC void player_debug_ragdoll(void)
  */
 VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
 {
+   world_instance *world = get_active_world();
+
    int run_sim = 0;
    ragdoll_frame ++;
 
@@ -289,7 +282,7 @@ VG_STATIC void player_ragdoll_iter( struct player_ragdoll *rd )
 
    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