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update vg
[carveJwlIkooP6JGAAIwe30JlM.git]
/
player.c
diff --git
a/player.c
b/player.c
index b804ed14b23e71aadd9ac65d449d4332e5abaf47..19c44929cd61f01ea336592f8ab36d2d6e266438 100644
(file)
--- a/
player.c
+++ b/
player.c
@@
-273,7
+273,7
@@
void player__post_update( player_instance *player )
_player_post_update[ player->subsystem ]( player );
if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
_player_post_update[ player->subsystem ]( player );
if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
- player->rewind_accum += vg.frame_delta;
+ player->rewind_accum += vg.
time_
frame_delta;
if( player->rewind_accum > 0.25f ){
player->rewind_accum -= 0.25f;
if( player->rewind_accum > 0.25f ){
player->rewind_accum -= 0.25f;
@@
-377,7
+377,7
@@
VG_STATIC void player__pre_render( player_instance *player )
if( player->holdout_time > 0.0f ){
skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
player->holdout_time, res.pose );
if( player->holdout_time > 0.0f ){
skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
player->holdout_time, res.pose );
- player->holdout_time -= vg.frame_delta * 2.0f;
+ player->holdout_time -= vg.
time_
frame_delta * 2.0f;
}
skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
}
skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );