-VG_STATIC
-void player_record_replay_frame( player_instance *player,
- replay_buffer *replay, int force_gamestate ){
- f64 delta = 9999999.9,
- statedelta = 9999999.9;
-
- if( replay->head )
- delta = vg.time - replay->head->time;
-
- if( replay->statehead )
- statedelta = vg.time - replay->statehead->time;
-
- const f64 k_replay_rate = 1.0/30.0,
- k_gamestate_rate = 0.5;
-
- u32 gamestate_size = 0;
- void *gamestate_src = NULL;
- if( (statedelta > k_gamestate_rate) || force_gamestate ){
- if( player->subsystem == k_player_subsystem_walk ){
- gamestate_size = sizeof(struct player_walk_state);
- gamestate_src = &player->_walk.state;
- }
- else if( player->subsystem == k_player_subsystem_skate ){
- gamestate_size = sizeof(struct player_skate_state);
- gamestate_src = &player->_skate.state;
- }
- else if( player->subsystem == k_player_subsystem_dead ){
- gamestate_size = sizeof(struct player_ragdoll);
- gamestate_src = &player->ragdoll;
- }
- }
- assert( gamestate_size < 0xffff );
-
- if( (delta > k_replay_rate) || gamestate_size ){
- replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
- replay->cursor = vg.time;
- replay->cursor_frame = frame;
-
- player_animation *res = &frame->anim;
- v3_zero( res->root_co );
- q_identity( res->root_q );
- res->type = k_player_animation_type_absolute;
-
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_decompose_mtx_absolute( sk, res->pose );
-
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_pose) );
- frame->time = vg.time;
- v3_copy( player->cam.pos, frame->cam_pos );
- v3_copy( player->cam.angles, frame->cam_angles );
- frame->cam_fov = player->cam.fov;
-
- if( gamestate_size ){
- replay_gamestate *gs = replay_frame_gamestate( frame );
- gs->system = player->subsystem;
-
- /* permanent block */
- memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
- memcpy( &gs->cam_control, &player->cam_control,
- sizeof(struct player_cam_controller) );
- v3_copy( player->angles, gs->angles );
-
- /* subsytem/dynamic block */
- void *dst = replay_gamestate_subsystem_data( gs );
- memcpy( dst, gamestate_src, gamestate_size );
- }
- }
-}
-
-VG_STATIC void player__pre_render( player_instance *player ){