+ struct player_avatar *av = player->playeravatar;
+ v3f vp0 = {0.0f,0.1f, 0.55f},
+ vp1 = {0.0f,0.1f,-0.55f};
+
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+
+ if( player->rewinding ){
+ if( player->rewind_time <= 0.0f ){
+ double taken = vg.time - player->rewind_start;
+ vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
+ taken, player->rewind_predicted_time,
+ player->rewind_total_length );
+
+ player->rewinding = 0;
+ player->rewind_length = 1;
+ player->rewind_total_length = 0.0f;
+ player->rewind_accum = 0.0f;
+ world_global.sky_target_rate = 1.0;
+ world_global.last_use = world_global.time;
+ }
+ else{
+ world_global.sky_target_rate = -100.0;
+
+ float budget = vg.time_delta,
+ overall_length = player->rewind_length;
+
+#if 0
+ world_routes_rollback_time( player.rewind_time / overall_length );
+#endif
+
+ for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
+ /* Interpolate frames */
+ int i0 = floorf( player->rewind_time ),
+ i1 = VG_MIN( i0+1, player->rewind_length-1 );
+
+ struct rewind_frame *fr = &player->rewind_buffer[i0],
+ *fr1 = &player->rewind_buffer[i1];
+
+ float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
+ subl = vg_fractf( player->rewind_time ) + 0.001f,
+
+ sramp= 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
+ speed = sramp*28.0f + 0.5f*player->rewind_time,
+ mod = speed * (budget / dist),
+
+ advl = vg_minf( mod, subl ),
+ advt = (advl / mod) * budget;
+
+ player->dist_accum += speed * advt;
+ player->rewind_time -= advl;
+ budget -= advt;
+ }
+
+ player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
+
+ float current_time = vg.time - player->rewind_start,
+ remaining = player->rewind_predicted_time - current_time;
+
+ if( player->rewind_sound_wait ){
+ if( player->rewind_predicted_time >= 6.5f ){
+ if( remaining <= 6.5f ){
+ audio_lock();
+ audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
+ audio_unlock();
+ player->rewind_sound_wait = 0;
+ }
+ }
+ else if( player->rewind_predicted_time >= 2.5f ){
+ if( remaining <= 2.5f ){
+ audio_lock();
+ audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
+ audio_unlock();
+ player->rewind_sound_wait = 0;
+ }
+ }
+ else if( player->rewind_predicted_time >= 1.5f ){
+ if( remaining <= 1.5f ){
+ audio_lock();
+ audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
+ audio_unlock();
+ player->rewind_sound_wait = 0;
+ }
+ }
+ }
+
+ int i0 = floorf( player->rewind_time ),
+ i1 = VG_MIN( i0+1, player->rewind_length-1 );
+
+ struct rewind_frame *fr = &player->rewind_buffer[i0],
+ *fr1 = &player->rewind_buffer[i1];
+
+ float sub = vg_fractf(player->rewind_time);
+
+ v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
+ player->cam_override_angles[0] =
+ vg_alerpf( fr->ang[0], fr1->ang[0], sub );
+ player->cam_override_angles[1] =
+ vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
+
+ float blend = player->rewind_time * 0.25f;
+ player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
+ }
+ }
+ else player->cam_override_strength = 0.0f;
+