for( u32 i=0; i<vg_list_size(netplayers.list); i ++ ){
struct network_player *player = &netplayers.list[i];
if( !player->active ) continue;
+
+ animate_remote_player( i );
+#if 0
if( player->subsystem > k_player_subsystem_max ) continue;
struct player_subsystem_interface *sys =
sys->pose( &player->animdata, &pose );
apply_full_skeleton_pose( &av->sk, &pose,
&netplayers.final_mtx[ av->sk.bone_count*i ] );
+#endif
}
}