struct player_subsystem_interface *sys =
player_subsystems[localplayer.subsystem];
+ struct player_board *board =
+ addon_cache_item_if_loaded( k_addon_type_board,
+ localplayer.board_view_slot );
+
assert( sys->animate );
assert( sys->pose );
assert( sys->animator_data );
localplayer.holdout_time -= vg.time_frame_delta * 2.0f;
}
- v3_fill( pose->keyframes[ localplayer.id_eyes-1 ].co, sinf(vg.time) );
-
+ effect_blink_apply( &localplayer.effect_data.blink,
+ &localplayer.pose, vg.time_delta );
apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
+
+ if( sys->effects ){
+ sys->effects( sys->animator_data, localplayer.final_mtx, board,
+ &localplayer.effect_data );
+ }
+
skeleton_debug( sk, localplayer.final_mtx );
if( sys->post_animate )