#include "shaders/model_board_view.h"
#include "depth_compare.h"
+#include "network.h"
+#include "player_remote.h"
+
static void player_load_animation_reference( const char *path ){
mdl_context *meta = &localplayer.skeleton_meta;
mdl_open( meta, path, vg_mem.rtmemory );
dynamic_model_load( &ctx, &board->mdl, path );
mdl_array_ptr markers;
- mdl_load_array( &ctx, &markers, "ent_marker", vg_mem.scratch );
+ MDL_LOAD_ARRAY( &ctx, &markers, ent_marker, vg_mem.scratch );
/* TODO: you get put into a new section, the above is standard mdl loads. */
for( int i=0; i<4; i++ )
struct player_board_pose *pose,
enum board_shader shader )
{
- if( !board ) return;
+ if( !board )
+ board = &localplayer.fallback_board;
/* TODO:
* adding depth compare to this shader