_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;
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 );