+#ifndef CHARACTER_H
+#define CHARACTER_H
+
+#include "common.h"
+#include "model.h"
+#include "rigidbody.h"
+#include "render.h"
+#include "skeleton.h"
+#include "shaders/viewchar.h"
+
+vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
+
+static void character_register(void)
+{
+ shader_viewchar_register();
+}
+
+static void character_init(void)
+{
+ vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+}
+
+struct character
+{
+ glmesh mesh;
+ struct skeleton sk;
+ struct skeleton_anim *anim_stand,
+ *anim_highg,
+ *anim_slide,
+ *anim_air,
+ *anim_push, *anim_push_reverse;
+
+ u32 id_hip,
+ id_ik_hand_l,
+ id_ik_hand_r,
+ id_ik_elbow_l,
+ id_ik_elbow_r,
+ id_head;
+
+ v3f cam_pos;
+
+ int shoes[2];
+};
+
+static int character_load( struct character *ch, const char *name )
+{
+ char buf[64];
+
+ snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
+ mdl_header *src = mdl_load( buf );
+
+ if( !src )
+ return 0;
+
+ int error_count = 0;
+ mdl_unpack_glmesh( src, &ch->mesh );
+
+ if( !error_count )
+ vg_success( "Loaded character file '%s' with no errors\n", name );
+
+ skeleton_setup( &ch->sk, src );
+ ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
+ ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
+ ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
+ ch->anim_air = skeleton_get_anim( &ch->sk, "pose_air" );
+ ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
+ ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
+
+ ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
+ ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
+ ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
+ ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
+ ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
+ ch->id_head = skeleton_bone_id( &ch->sk, "head" );
+
+ free( src );
+ return 1;
+}
+
+static void character_eval( struct character *ch ){}
+static void character_draw( struct character *ch, float temp, m4x3f camera ){}
+static void character_init_ragdoll_joints( struct character *ch ){}
+static void character_init_ragdoll( struct character *ch ){}
+static void character_ragdoll_go( struct character *ch, v3f pos ){}
+static void character_ragdoll_copypose( struct character *ch, v3f v ){}
+static void character_debug_ragdoll( struct character *ch ){}
+static void character_ragdoll_iter( struct character *ch ){}
+
+#endif