bouncy balls
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 8d6429f097d0ff0d937dd0315ea61ab034638fbb..51353b9a7e8492f70f803cd45463a0ce5d93fc9f 100644 (file)
--- a/player.c
+++ b/player.c
@@ -291,6 +291,9 @@ VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
 PLAYER_API
 void player__pass_gate( player_instance *player, ent_gate *gate )
 {
+   world_routes_fracture( get_active_world(), gate, 
+                          player->rb.co, player->rb.v );
+
    player->gate_waiting = gate;
    world_routes_activate_entry_gate( get_active_world(), gate );
 
@@ -377,7 +380,7 @@ VG_STATIC void player__pre_render( player_instance *player )
          player->rewind_total_length = 0.0f;
          player->rewind_accum = 0.0f;
          world_global.sky_target_rate = 1.0;
-         world_global.last_use = world_global.time;
+         world_global.time = world_global.last_use;
       }
       else{
          world_global.sky_target_rate = -100.0;
@@ -385,10 +388,6 @@ VG_STATIC void player__pre_render( player_instance *player )
          float budget         = vg.time_delta,
                overall_length = player->rewind_length;
 
-#if 0
-         world_routes_rollback_time( player.rewind_time / overall_length );
-#endif
-
          for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
             /* Interpolate frames */
             int i0 = floorf( player->rewind_time ),
@@ -400,7 +399,7 @@ VG_STATIC void player__pre_render( player_instance *player )
             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)),
+                  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),