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;
}
- static float blinkt = 1.0f,
- blinkl = 0.0f;
-
- if( blinkt < 0.0f ){
- blinkt = (1.0f-powf(vg_randf64(),4.0f))*4.0f;
- blinkl = 0.08f;
+ 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 );
}
- pose->keyframes[ localplayer.id_eyes-1 ].s[1] = blinkl > 0.0f? 0.2f: 1.0f;
-
- blinkt -= vg.time_delta;
- blinkl -= vg.time_delta;
-
- apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
skeleton_debug( sk, localplayer.final_mtx );
if( sys->post_animate )