player->rewind_total_length = 0.0f;
player->rewind_accum = 0.0f;
world_global.sky_target_rate = 1.0;
player->rewind_total_length = 0.0f;
player->rewind_accum = 0.0f;
world_global.sky_target_rate = 1.0;
float budget = vg.time_delta,
overall_length = player->rewind_length;
float budget = vg.time_delta,
overall_length = player->rewind_length;
for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
/* Interpolate frames */
int i0 = floorf( player->rewind_time ),
for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
/* Interpolate frames */
int i0 = floorf( player->rewind_time ),
float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
subl = vg_fractf( player->rewind_time ) + 0.001f,
float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
subl = vg_fractf( player->rewind_time ) + 0.001f,
speed = sramp*28.0f + 0.5f*player->rewind_time,
mod = speed * (budget / dist),
speed = sramp*28.0f + 0.5f*player->rewind_time,
mod = speed * (budget / dist),
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );