refactor network packets
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index 81b80913e1b9c4f6fbcbf5e23a457161c2d9617f..fc537ce4c12f283a51bb2eb10b3491e1a4d0058e 100644 (file)
@@ -455,41 +455,6 @@ static void render_player_transparent(void){
    player__render( &small_cam );
 }
 
-static void animate_remote_players(void){
-   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 = 
-         player_subsystems[player->subsystem];
-
-      struct player_avatar *av = localplayer.playeravatar;
-
-      player_pose pose;
-      sys->pose( &player->animdata, &pose );
-      apply_full_skeleton_pose( &av->sk, &pose, 
-                                &netplayers.final_mtx[ av->sk.bone_count*i ] );
-#endif
-   }
-}
-
-static void render_remote_players( world_instance *world, camera *cam ){
-   for( u32 i=0; i<vg_list_size(netplayers.list); i ++ ){
-      struct network_player *player = &netplayers.list[i];
-      if( !player->active ) continue;
-      
-      struct player_avatar *av = localplayer.playeravatar;
-
-      struct player_model *model = &localplayer.fallback_model;
-      render_playermodel( cam, world, 0, model, &av->sk,
-                          &netplayers.final_mtx[ av->sk.bone_count*i ] );
-   }
-}
-
 static void render_scene(void){
    /* Draw world */
    glEnable( GL_DEPTH_TEST );