-#if 0
- 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_render.sky_target_rate = 1.0;
- world_static.time = world_static.last_use;
- }
- else{
- world_render.sky_target_rate = -100.0;
-
- 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 ),
- 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 );
- player->cam_override_fov = player->cam.fov;
-
- float blend = player->rewind_time * 0.25f;
- player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
- }
+static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+ player_pose *posed ){
+ struct skeleton *sk = &localplayer.playeravatar->sk;
+
+ v3_lerp( pose0->root_co, pose1->root_co, t, posed->root_co );
+ q_nlerp( pose0->root_q, pose1->root_q, t, posed->root_q );
+ posed->type = pose0->type;
+ posed->board.lean = vg_lerpf( pose0->board.lean, pose1->board.lean, t );
+
+ if( pose0->type != pose1->type ){
+ /* it would be nice to apply IK pass in-keyframes. TOO BAD! */
+ skeleton_copy_pose( sk, pose0->keyframes, posed->keyframes );
+ }
+ else {
+ skeleton_lerp_pose( sk, pose0->keyframes, pose1->keyframes, t,
+ posed->keyframes );