-VG_STATIC void player__pre_render( player_instance *player ){
- player->cam_override_strength = 0.0f;
- player_animate( player );
-
- /* dev playbacker */
- if( k_replay_test ){
- f64 speed = 1.0;
- f64 target = player->replay.cursor;
-
- if( vg_getkey( SDLK_9 ) ){
- target -= vg.time_frame_delta * speed;
- player->replay.control = k_replay_control_scrub;
- replay_seek( &player->replay, target );
- }
- if( vg_getkey( SDLK_0 ) ){
- target += vg.time_frame_delta * speed;
- player->replay.control = k_replay_control_scrub;
- replay_seek( &player->replay, target );
- }
-
- if( vg_getkey( SDLK_7 ) )
- player->replay.control = k_replay_control_play;
-
- if( player->replay.control == k_replay_control_play ){
- target += vg.time_frame_delta;
- replay_seek( &player->replay, target );
- }
-
- if( vg_getkey( SDLK_8 ) ){
- replay_frame *prev = replay_find_recent_stateframe( &player->replay );
-
- if( prev ){
- /* TODO: Make gamestate_apply function / swap ... */
- replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
-
- if( gs->system == k_player_subsystem_walk ){
- memcpy( &player->_walk.state, &gs->walk,
- sizeof(struct player_walk_state) );
- }
- else if( gs->system == k_player_subsystem_skate ){
- memcpy( &player->_skate.state, &gs->skate,
- sizeof(struct player_skate_state) );
- }
- player->subsystem = gs->system;
-
- memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
- v3_copy( gs->angles, player->angles );
- v3_copy( prev->cam_pos, player->cam.pos );
- v3_copy( prev->cam_angles, player->cam_override_angles );
- player->cam.fov = prev->cam_fov;
- memcpy( &player->cam_control, &gs->cam_control,
- sizeof(struct player_cam_controller) );
-
- /* chop end off replay */
- prev->r = NULL;
- player->replay.statehead = prev;
- player->replay.head = prev;
- player->replay.cursor_frame = prev;
- player->replay.cursor = prev->time;
- vg.time = prev->time;
-
- k_replay_test = 0;
- player__pre_render( player );
- return;
- }
- }