VG_STATIC void player__animate( player_instance *player ){
if( _player_animate[ player->subsystem ] &&
- _player_pose[ player->subsystem ] ){
+ _player_pose[ player->subsystem ] ){
_player_animate[ player->subsystem ]( player );
_player_pose[ player->subsystem ]( player, &player->pose );
- player_pose *pose = &player->pose;
struct skeleton *sk = &player->playeravatar->sk;
if( player->holdout_time > 0.0f ){
+ player_pose *pose = &player->pose;
skeleton_lerp_pose( sk,
pose->keyframes, player->holdout_pose.keyframes,
player->holdout_time, pose->keyframes );
+ q_nlerp( pose->root_q, player->holdout_pose.root_q,
+ player->holdout_time, pose->root_q );
player->holdout_time -= vg.time_frame_delta * 2.0f;
}