m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
m4x3_mulv( player->rb.to_local, s->state.head_position,
s->state.head_position );
-
- /* TODO: Extrapolate to_local matrix? */
}
VG_STATIC void player__skate_reset_animator( player_instance *player )