- v4f qyaw, qpitch, qchest, q;
- q_axis_angle( qyaw, (v3f){0,1,0}, VG_TAUf*0.25f );
- q_axis_angle( qpitch, (v3f){1,0,0}, VG_TAUf*0.25f );
- m3x3_q( localplayer.final_mtx[ localplayer.id_chest ], qchest );
+ struct skeleton *sk = &localplayer.skeleton;
+ m4x3_mulv( localplayer.final_mtx[localplayer.id_chest ],
+ sk->bones[localplayer.id_chest].co,
+ kf_backpack.co );