+VG_STATIC
+void skaterift_record_frame( 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;
+
+ int save_frame = 0,
+ save_state = 0;
+
+ if( force_gamestate ) save_state = 1;
+ if( statedelta > k_gamestate_rate ) save_state = 1;
+ if( delta > k_replay_rate ) save_frame = 1;
+ if( save_state ) save_frame = 1;
+
+ if( !save_frame ) return;
+
+ u32 gamestate_size = 0;
+
+ if( save_state ){
+ gamestate_size = (u32 []){
+ [k_player_subsystem_walk ] = sizeof(struct player_walk_state),
+ [k_player_subsystem_drive] = 0,
+ [k_player_subsystem_skate] = sizeof(struct player_skate_state),
+ [k_player_subsystem_dead ] = localplayer.ragdoll.part_count *
+ sizeof(struct replay_rb)
+ }[ localplayer.subsystem ];
+ }
+
+ replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
+
+ if( save_state ){
+ replay_gamestate *gs = replay_frame_gamestate( frame );
+ gs->system = localplayer.subsystem;
+
+ /* permanent block */
+ memcpy( &gs->rb, &localplayer.rb, sizeof(rigidbody) );
+ memcpy( &gs->cam_control, &localplayer.cam_control,
+ sizeof(struct player_cam_controller) );
+ v3_copy( localplayer.angles, gs->angles );
+
+ void *dst = replay_gamestate_subsystem_data( gs );
+
+ /* subsytem/dynamic block */
+ if( localplayer.subsystem == k_player_subsystem_walk )
+ memcpy( dst, &localplayer._walk.state, gamestate_size );
+ else if( localplayer.subsystem == k_player_subsystem_skate )
+ memcpy( dst, &localplayer._skate.state, gamestate_size );
+ else if( localplayer.subsystem == k_player_subsystem_dead ){
+ struct replay_rb *arr = dst;
+ for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
+ rigidbody *rb = &localplayer.ragdoll.parts[i].obj.rb;
+ v3_copy( rb->co, arr[i].co );
+ v3_copy( rb->w, arr[i].w );
+ v3_copy( rb->v, arr[i].v );
+ v4_copy( rb->q, arr[i].q );
+ }
+ }
+ }
+
+ 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 = &localplayer.playeravatar->sk;
+ skeleton_decompose_mtx_absolute( sk, res->pose );
+
+ memcpy( &frame->board_pose, &localplayer.board_pose,
+ sizeof(localplayer.board_pose) );
+ frame->time = vg.time;
+ v3_copy( localplayer.cam.pos, frame->cam_pos );
+ v3_copy( localplayer.cam.angles, frame->cam_angles );
+ frame->cam_fov = localplayer.cam.fov;
+}
+
+VG_STATIC
+void skaterift_restore_frame( replay_frame *frame ){
+ replay_gamestate *gs = replay_frame_gamestate( frame );
+ void *src = replay_gamestate_subsystem_data( gs );