update vg
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 48f696a163b9240d4e227ea495d609c18f222c60..19c44929cd61f01ea336592f8ab36d2d6e266438 100644 (file)
--- a/player.c
+++ b/player.c
@@ -273,7 +273,7 @@ void player__post_update( player_instance *player )
       _player_post_update[ player->subsystem ]( player );
 
    if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
-      player->rewind_accum += vg.frame_delta;
+      player->rewind_accum += vg.time_frame_delta;
 
       if( player->rewind_accum > 0.25f ){
          player->rewind_accum -= 0.25f;
@@ -352,7 +352,7 @@ void player__pass_gate( player_instance *player, ent_gate *gate )
    m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
    player_save_rewind_frame( player );
 
-   if( gate->type == k_gate_type_nonlocal )
+   if( gate->type == k_gate_type_nonlocel )
       world_global.active_world = gate->target;
 
    world_global.in_volume = 0;
@@ -377,7 +377,7 @@ VG_STATIC void player__pre_render( player_instance *player )
       if( player->holdout_time > 0.0f ){
          skeleton_lerp_pose( sk, res.pose, player->holdout_pose, 
                                            player->holdout_time, res.pose );
-         player->holdout_time -= vg.frame_delta * 2.0f;
+         player->holdout_time -= vg.time_frame_delta * 2.0f;
       }
 
       skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );