- 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 );
+ localplayer.holdout_time -= vg.time_frame_delta / 0.25f;
+ }
+
+ effect_blink_apply( &localplayer.effect_data.blink,
+ &localplayer.pose, vg.time_delta );
+ apply_full_skeleton_pose( sk, &localplayer.pose, localplayer.final_mtx );
+
+ if( sys->effects ){
+ sys->effects( sys->animator_data, localplayer.final_mtx, board,
+ &localplayer.effect_data );
+ }
+
+ skeleton_debug( sk, localplayer.final_mtx );
+
+ if( sys->post_animate )
+ sys->post_animate();
+
+ player__cam_iterate();
+}
+
+static void player_copy_frame_animator( replay_frame *frame ){
+ struct player_subsystem_interface *sys =
+ player_subsystems[localplayer.subsystem];
+
+ if( sys->animator_size ){
+ void *src = replay_frame_data( frame, k_replay_framedata_animator );
+ memcpy( sys->animator_data, src, sys->animator_size );
+ }
+}
+
+static void lerp_player_pose( player_pose *pose0, player_pose *pose1, f32 t,
+ player_pose *posed ){
+ struct skeleton *sk = &localplayer.skeleton;
+
+ 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 );
+ }
+}
+
+static void player__animate_from_replay( replay_buffer *replay ){
+ replay_frame *frame = replay->cursor_frame,
+ *next = NULL;
+ if( frame ){
+ next = frame->r;
+
+ if( next ){
+ f32 t = replay_subframe_time( replay );
+
+ player_pose pose0, pose1;
+
+ struct player_subsystem_interface
+ *sys0 = player_subsystems[frame->system],
+ *sys1 = player_subsystems[next->system];
+
+ void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
+ *a1 = replay_frame_data( next, k_replay_framedata_animator );
+
+ sys0->pose( a0, &pose0 );
+ sys1->pose( a1, &pose1 );
+
+ lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );