{
player.rewinding = 0;
player.rewind_length = 1;
+ world.sky_target_rate = 1.0;
}
else
{
+ world.sky_target_rate = -100.0;
assert( player.rewind_length > 0 );
v2f override_angles;
v3f override_pos;
float budget = vg.time_delta,
- overall_length = player.rewind_length*0.25f;
+ overall_length = player.rewind_length;
+
+ world_routes_rollback_time( player.rewind_time / overall_length );
for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
{
float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
subl = vg_fractf( player.rewind_time ) + 0.001f,
-
-#if 0
- speed=sqrtf(player.rewind_time*player.rewind_time+11.0f)*3.0f,
-#else
- speed = (3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)))*28.0f,
-#endif
+
+ 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),
advl = vg_minf( mod, subl ),