v3_copy( v, player_skate.state.cog_v );
v3_copy( v, localplayer.rb.v );
- player__begin_holdout();
+ player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
player__skate_reset_animator();
player__skate_clear_mechanics();
rb_update_transform( &localplayer.rb );
player_skate.state.activity_prev = k_skate_activity_ground;
player_skate.state.activity = k_skate_activity_ground;
- player__begin_holdout();
+ player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
player__skate_clear_mechanics();
player__skate_reset_animator();
static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
struct player_walk_animator *animator = data;
- bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, animator->root_co );
+ bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
bitpack_qquat( ctx, animator->root_q );
bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );