oh yeah mr crabs
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 726d62483c5788bd3e713ad64fa9a355c7a1ff44..b4290af70a5e67ec774b8c1856bde58a5e102fae 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,23 +1,26 @@
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
 #ifndef PLAYER_H
 #define PLAYER_H
 
+#define PLAYER_REWIND_FRAMES 60*4
+
 #include "audio.h"
 #include "common.h"
 #include "world.h"
-//#include "character.h"
-#include "player_model.h"
+#include "skeleton.h"
 #include "bvh.h"
 
-/* 
- * Constants 
- */
-
 static float 
-   k_walkspeed             = 2.0f,
+   k_walkspeed             = 20.0f,  /* no longer used */
+   k_runspeed              = 20.0f,
    k_board_radius          = 0.3f,
    k_board_length          = 0.45f,
    k_board_allowance       = 0.04f,
-   k_friction_lat          = 8.8f,
+   //k_friction_lat          = 8.8f,
+   k_friction_lat          = 12.0f,
    k_friction_resistance   = 0.01f,
    k_max_push_speed        = 16.0f,
    k_push_accel            = 10.0f,
@@ -25,53 +28,84 @@ static float
    k_steer_ground          = 2.5f,
    k_steer_air             = 3.6f,
    k_steer_air_lerp        = 0.3f,
-   k_pump_force            = 000.0f,
+   k_pump_force            = 0.0f,
    k_downforce             = 5.0f,
+   k_walk_downforce        = 8.0f,
    k_jump_charge_speed     = (1.0f/1.0f),
-   k_jump_force            = 5.0f;
+   k_jump_force            = 5.0f,
+   k_pitch_limit           = 1.5f,
+   k_look_speed            = 2.0f,
+   k_walk_accel            = 150.0f,
+   k_walk_friction         = 8.0f;
 
 static int freecam = 0;
 static int walk_grid_iterations = 1;
 static float fc_speed = 10.0f;
 
+/* 
+ * -----------------------------------------------------------------------------
+ *                                  Memory
+ * -----------------------------------------------------------------------------
+ */
+
 static struct gplayer
 {
    /* Physics */
-   rigidbody rb, collide_front, collide_back, rb_gate_frame;
+   rigidbody collide_front, collide_back;
 
-   v3f a, v_last, m, bob, vl;
+   struct player_phys
+   {
+      rigidbody rb, rb_gate_frame;
+      float iY, siY;   /* Yaw inertia */
 
-   /* Utility */
-   float vswitch, slip, slip_last,
-         reverse;
+      v3f a, v_last, m, bob, vl;
 
-   float iY;   /* Yaw inertia */
-   int in_air, is_dead, on_board;
+      /* Utility */
+      float vswitch, slip, slip_last,
+            reverse;
+
+      float grab, jump, pushing, push_time;
+      double start_push;
+      int in_air, on_board, jump_charge, jump_dir;
+
+      m3x3f vr,vr_pstep;
+   }
+   phys, 
+   phys_gate_frame;
+
+   m4x3f visual_transform,
+         inv_visual_transform;
+
+   int is_dead, death_tick_allowance, rewinding;
+   int rewind_sound_wait;
 
-   v2f board_xy;
-   float grab;
-   float pitch;
-   float pushing, push_time;
-   float jump;
-   int jump_charge;
-   
    v3f land_target;
    v3f land_target_log[22];
    u32 land_target_colours[22];
    int land_log_count;
-   m3x3f vr,vr_pstep;
-   
-   struct character mdl;
 
    v3f handl_target, handr_target,
        handl, handr;
    
    /* Camera */
    float air_blend;
+   float air_time;
    
    v3f camera_pos, smooth_localcam;
    v2f angles;
-   m4x3f camera, camera_inverse;
+
+   struct rewind_frame
+   {
+      v3f pos;
+      v2f ang;
+   }
+   *rewind_buffer;
+   u32 rewind_incrementer,
+       rewind_length;
+
+   float rewind_time, rewind_total_length, rewind_predicted_time;
+   double diag_rewind_start, diag_rewind_time;
+   float dist_accum;
 
    /* animation */
    double jump_time;
@@ -81,1012 +115,440 @@ static struct gplayer
          ffly,
          fpush,
          fairdir,
-         fsetup;
+         fsetup,
+         walk_timer,
+         fjump,
+         fonboard,
+         frun;
+
+   float walk;
+   int step_phase;
+
+   /* player model */
+   struct player_model
+   {
+      glmesh mesh;
+      struct skeleton sk;
+      struct skeleton_anim *anim_stand,
+                           *anim_highg,
+                           *anim_slide,
+                           *anim_air,
+                           *anim_push, *anim_push_reverse,
+                           *anim_ollie, *anim_ollie_reverse,
+                           *anim_grabs, *anim_stop,
+                           *anim_walk, *anim_run, *anim_idle,
+                           *anim_jump;
+
+      u32 id_hip,
+          id_ik_hand_l,
+          id_ik_hand_r,
+          id_ik_elbow_l,
+          id_ik_elbow_r,
+          id_head;
+
+      v3f cam_pos;
+
+      struct ragdoll_part
+      {
+         u32 bone_id;
+         v3f offset;
+
+         u32 use_limits;
+         v3f limits[2];
+
+         rigidbody  rb;
+         u32 parent;
+      }
+      *ragdoll;
+      u32 ragdoll_count;
+
+      int shoes[2];
+   }
+   mdl;
 }
 player = 
 {
-   .on_board = 1,
-
    .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
    .collide_back  = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
 };
 
 /* 
- * Player API
+ * API 
  */
+static float *player_get_pos(void);
+static void player_kill(void);
+static float *player_cam_pos(void);
+static void player_save_frame(void);
+static void player_restore_frame(void);
+static void player_save_rewind_frame(void);
 
-
-/*
- * Free camera movement
+/* 
+ * Submodules
  */
+#include "player_physics.h"
+#include "player_ragdoll.h"
+#include "player_model.h"
+#include "player_animation.h"
+#include "player_audio.h"
 
-static void player_mouseview(void)
-{
-   if( gui_want_mouse() )
-      return;
-
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
-
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.001f, view_vel );
-   }
-   
-   v2_muladds( view_vel, 
-         (v2f){ vg_get_axis("h1"), vg_get_axis("v1") }, 
-         0.05f, view_vel );
-   v2_muls( view_vel, 0.93f, view_vel );
-   v2_add( view_vel, player.angles, player.angles );
-   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-}
-
-static void player_freecam(void)
-{
-   player_mouseview();
-
-   float movespeed = fc_speed;
-   v3f lookdir = { 0.0f, 0.0f, -1.0f },
-       sidedir = { 1.0f, 0.0f,  0.0f };
-   
-   m3x3_mulv( player.camera, lookdir, lookdir );
-   m3x3_mulv( player.camera, sidedir, sidedir );
-   
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
-   v3_muls( move_vel, 0.7f, move_vel );
-   v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-/*
- * Player Physics Implementation
+/* 
+ * -----------------------------------------------------------------------------
+ *                                    Events
+ * -----------------------------------------------------------------------------
  */
 
-static void apply_gravity( v3f vel, float const timestep )
+static void player_init(void)                                            /* 1 */
 {
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
-}
-
-/*
- * TODO: The angle bias should become greater when launching from a steeper 
- *       angle and skewed towords more 'downwards' angles when launching from
- *       shallower trajectories
- *
- *       it should also be tweaked by the controller left stick being pushed
- *       up or down
- */
-static void player_start_air(void)
-{
-   if( player.in_air )
-      return;
-
-   player.in_air = 1;
-
-   float pstep = ktimestep*10.0f;
-   float best_velocity_delta = -9999.9f;
-   float k_bias = 0.96f;
-
-   v3f axis;
-   v3_cross( player.rb.up, player.rb.v, axis );
-   v3_normalize( axis );
-   player.land_log_count = 0;
-   
-   m3x3_identity( player.vr );
-
-   for( int m=-3;m<=12; m++ )
-   {
-      float vmod = ((float)m / 15.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( player.rb.co, pco );
-      v3_muls( player.rb.v, k_bias, pv );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
-
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, pstep, pco );
-
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
-
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
-
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
-
-         if( ray_world( pco1, vdir, &contact ))
-         {
-            float land_delta = v3_dot( pv, contact.normal );
-            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
-            /* Bias prediction towords ramps */
-            if( ray_hit_is_ramp( &contact ) )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
-
-            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
-            {
-               best_velocity_delta = land_delta;
-
-               v3_copy( contact.pos, player.land_target );
-               
-               m3x3_copy( vr, player.vr_pstep );
-               q_axis_angle( vr_q, axis, vmod*0.1f );
-               q_m3x3( vr_q, player.vr );
-            }
-
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
-
-            player.land_log_count ++;
-
-            break;
-         }
-      }
-   }
-}
+   rb_init( &player.phys.rb );
+   rb_init( &player.collide_front );
+   rb_init( &player.collide_back  );
 
-static void draw_cross(v3f pos,u32 colour, float scale)
-{
-   v3f p0, p1;
-   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
-   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
-   vg_line( p0, p1, colour );
+   vg_convar_push( (struct vg_convar){
+      .name = "walk_speed",
+      .data = &k_walkspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "run_speed",
+      .data = &k_runspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "walk_accel",
+      .data = &k_walk_accel,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "fc",
+      .data = &freecam,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "fcs",
+      .data = &fc_speed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+       vg_function_push( (struct vg_cmd){
+               .name = "reset",
+               .function = reset_player
+       });
+
+   player.rewind_length = 0;
+   player.rewind_buffer = vg_alloc( sizeof(struct rewind_frame) 
+                                       * PLAYER_REWIND_FRAMES );
+
+   /* other systems */
+   vg_loader_highwater( player_model_init, player_model_free, NULL );
 }
 
-static void player_physics_control(void)
+static void player_save_rewind_frame(void)
 {
-   /*
-    * Computing localized friction forces for controlling the character
-    * Friction across X is significantly more than Z
-    */
-
-   v3f vel;
-   m3x3_mulv( player.rb.to_local, player.rb.v, vel );
-   float slip = 0.0f;
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
-
-   float substep = ktimestep * 0.2f;
-   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
-
-   for( int i=0; i<5; i++ )
-   {
-      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-      vel[0] = stable_force( vel[0], 
-            vg_signf( vel[0] ) * -k_friction_lat*substep );
-   }
-   
-   static double start_push = 0.0;
-   if( vg_get_button_down( "push" ) )
-      start_push = vg_time;
-
-   if( vg_get_button( "jump" ) )
+   if( player.rewind_length < PLAYER_REWIND_FRAMES )
    {
-      player.jump += ktimestep * k_jump_charge_speed;
-      player.jump_charge = 1;
-   }
-
-   if( !vg_get_button("break") && vg_get_button( "push" ) )
-   {
-      player.pushing = 1.0f;
-      player.push_time = vg_time-start_push;
-
-      float cycle_time = player.push_time*k_push_cycle_rate,
-            amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
-            current = v3_length( vel ),
-            new_vel = vg_minf( current + amt, k_max_push_speed );
-
-      new_vel -= vg_minf(current, k_max_push_speed);
-      vel[2] -= new_vel * player.reverse;
-   }
+      struct rewind_frame *fr = 
+         &player.rewind_buffer[ player.rewind_length ++ ];
 
-   /* Pumping */
-   static float previous = 0.0f;
-   float delta = previous - player.grab,
-          pump = delta * k_pump_force*ktimestep;
-   previous = player.grab;
+      v2_copy( player.angles, fr->ang );
+      v3_copy( player.camera_pos, fr->pos );
 
-   v3f p1;
-   v3_muladds( player.rb.co, player.rb.up, pump, p1 );
-   vg_line( player.rb.co, p1, 0xff0000ff );
+      player.rewind_incrementer = 0;
 
-   vel[1] += pump;
-
-   
-   m3x3_mulv( player.rb.to_world, vel, player.rb.v );
-   
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
-   
-   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
-         ktimestep*5.0f, player.board_xy);
-}
-
-static void player_physics_control_air(void)
-{
-   m3x3_mulv( player.vr, player.rb.v, player.rb.v );
-   draw_cross( player.land_target, 0xff0000ff, 0.25f );
-
-   ray_hit hit;
-
-   /* 
-    * Prediction 
-    */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.rb.co, pco );
-   v3_copy( player.rb.v, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      m3x3_mulv( player.vr_pstep, pv, pv );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-      
-      float orig_dist = contact.dist;
-      if( ray_world( pco1, vdir, &contact ))
+      if( player.rewind_length > 1 )
       {
-         float angle = v3_dot( player.rb.up, contact.normal );
-         v3f axis; 
-         v3_cross( player.rb.up, contact.normal, axis );
-
-         time_to_impact += (contact.dist/orig_dist)*pstep;
-         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-         limiter = 1.0f-limiter;
-         limiter *= limiter;
-         limiter = 1.0f-limiter;
-
-         if( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rb.q, player.rb.q );
-         }
-
-         draw_cross( contact.pos, 0xffff0000, 0.25f );
-         break;
+         player.rewind_total_length += 
+            v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
+                     player.rewind_buffer[player.rewind_length-2].pos );
       }
-      time_to_impact += pstep;
    }
-
-   player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
-   {
-      float iX = vg_get_axis( "vertical" ) * 
-         player.reverse * k_steer_air * limiter * ktimestep;
-
-      static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-      
-      v4f rotate;
-      q_axis_angle( rotate, player.rb.right, siX );
-      q_mul( rotate, player.rb.q, player.rb.q );
-   }
-   
-   v2f target = {0.0f,0.0f};
-   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-               player.grab, target );
-   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
 }
 
-static void player_init(void)
+/* Deal with input etc */
+static void player_update_pre(void)
 {
-   rb_init( &player.collide_front );
-   rb_init( &player.collide_back  );
-}
-
-static void player_physics(void)
-{
-   /*
-    * Update collision fronts
-    */
-   
-   rigidbody *rbf = &player.collide_front,
-             *rbb = &player.collide_back;
-
-   m3x3_copy( player.rb.to_world, player.collide_front.to_world );
-   m3x3_copy( player.rb.to_world, player.collide_back.to_world );
-   
-   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
-   float h = player.air_blend*0.2f;
-
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
-   v3_copy( rbf->co, rbf->to_world[3] );
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
-   v3_copy( rbb->co, rbb->to_world[3] );
-
-   m4x3_invert_affine( rbf->to_world, rbf->to_local );
-   m4x3_invert_affine( rbb->to_world, rbb->to_local );
-
-   rb_update_bounds( rbf );
-   rb_update_bounds( rbb );
+   struct player_phys *phys = &player.phys;
 
-   rb_debug( rbf, 0xff00ffff );
-   rb_debug( rbb, 0xffffff00 );
-
-   rb_ct manifold[24];
-   int len = 0;
-
-   len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
-   len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
-
-   rb_presolve_contacts( manifold, len );
-   v3f surface_avg = {0.0f, 0.0f, 0.0f};
-
-   if( !len )
+   if( player.rewinding )
    {
-      player_start_air();
+      return;
    }
-   else
-   {
-      for( int i=0; i<len; i++ )
-      {
-         v3_add( manifold[i].n, surface_avg, surface_avg );
-
-#if 0
-         if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.rb.v );
-            return;
-         }
-#endif
-      }
 
-      v3_normalize( surface_avg );
+   if( vg_get_button_down( "reset" ) )
+   {
+      double delta = world.routes.time - world.routes.last_use;
 
-      if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
+      if( delta <= RESET_MAX_TIME )
       {
-         player_start_air();
-      }
-      else
-         player.in_air = 0;
-   }
+         player.rewinding = 1;
+         player.rewind_sound_wait = 1;
+         player.rewind_time = (float)player.rewind_length - 0.0001f;
+         player_save_rewind_frame();
+         audio_lock();
+         audio_play_oneshot( &audio_rewind[0], 1.0f );
+         audio_unlock();
+
+         /* based on analytical testing. DONT CHANGE!
+          * 
+          *    time taken: y = (x^(4/5)) * 74.5
+          *    inverse   : x = (2/149)^(4/5) * y^(4/5)
+          */
 
-   for( int j=0; j<5; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
+         float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
+               curve    = powf( player.rewind_total_length, 4.0f/5.0f );
          
-         v3f dv, delta;
-         v3_sub( ct->co, player.rb.co, delta ); 
-         v3_cross( player.rb.w, delta, dv );
-         v3_add( player.rb.v, dv, dv );
-
-         float vn = -v3_dot( dv, ct->n );
-         vn += ct->bias;
+         player.rewind_predicted_time = constant * curve;
+         player.diag_rewind_start = vg.time;
+         player.diag_rewind_time  = player.rewind_time;
 
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
+         player.is_dead = 0;
+         player.death_tick_allowance = 30;
+         player_restore_frame();
 
-         v3f impulse;
-         v3_muls( ct->n, vn, impulse );
-
-         if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
-             fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
+         if( !phys->on_board )
          {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.rb.v );
-            return;
+            player.angles[0] = atan2f( -phys->rb.forward[2], 
+                                       -phys->rb.forward[0] );
          }
 
-         v3_add( impulse, player.rb.v, player.rb.v );
-         v3_cross( delta, impulse, impulse );
+         player.mdl.shoes[0] = 1;
+         player.mdl.shoes[1] = 1;
 
-         /*
-          * W Impulses are limited to the Y and X axises, we don't really want
-          * roll angular velocities being included.
-          *
-          * Can also tweak the resistance of each axis here by scaling the wx,wy
-          * components.
-          */
-         
-         float wy = v3_dot( player.rb.up, impulse ),
-               wx = v3_dot( player.rb.right, impulse )*1.5f;
+         world_routes_notify_reset();
 
-         v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
-         v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
+         /* apply 1 frame of movement */
+         player_do_motion();
       }
    }
 
-   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
-   player.grab = vg_lerpf( player.grab, grabt, 0.14f );
-   player.pushing = 0.0f;
-
-   if( !player.in_air )
+   if( vg_get_button_down( "switchmode" ) )
    {
-      v3f axis;
-      float angle = v3_dot( player.rb.up, surface_avg );
-      v3_cross( player.rb.up, surface_avg, axis );
+      phys->on_board ^= 0x1;
 
-      //float cz = v3_dot( player.rb.forward, axis );
-      //v3_muls( player.rb.forward, cz, axis );
-
-      if( angle < 0.999f )
+      audio_lock();
+      if( phys->on_board )
       {
-         v4f correction;
-         q_axis_angle( correction, axis, acosf(angle)*0.3f );
-         q_mul( correction, player.rb.q, player.rb.q );
+         v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
+         audio_play_oneshot( &audio_lands[6], 1.0f );
       }
-
-      v3_muladds( player.rb.v, player.rb.up, 
-            -k_downforce*ktimestep, player.rb.v );
-
-      player_physics_control();
-
-      if( !player.jump_charge && player.jump > 0.2f )
+      else
       {
-         v3_muladds( player.rb.v, player.rb.up, k_jump_force*player.jump,
-                     player.rb.v );
-
-         player.jump_time = vg_time;
+         audio_play_oneshot( &audio_lands[5], 1.0f );
       }
-   }
-   else
-   {
-      player_physics_control_air();
-   }
 
-   if( !player.jump_charge )
-   {
-      player.jump -= k_jump_charge_speed * ktimestep;
+      audio_unlock();
    }
-   player.jump_charge = 0;
-   player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
 }
 
-static void player_do_motion(void)
+static void player_update_fixed(void)                                    /* 2 */
 {
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
+   if( player.rewinding )
+      return;
 
-   player_physics();
-   
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( player.rb.co, prevco );
-   
-   apply_gravity( player.rb.v, ktimestep );
-   v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
+   if( player.death_tick_allowance )
+      player.death_tick_allowance --;
 
-   /* Real angular velocity integration */
-   v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
-   if( v3_length2( player.rb.w ) > 0.0f )
+   struct player_phys *phys = &player.phys;
+
+   if( player.is_dead )
    {
-      v4f rotation;
-      v3f axis;
-      v3_copy( player.rb.w, axis );
-      
-      float mag = v3_length( axis );
-      v3_divs( axis, mag, axis );
-      q_axis_angle( rotation, axis, mag*k_rb_delta );
-      q_mul( rotation, player.rb.q, player.rb.q );
+      player_ragdoll_iter();
    }
-
-   /* Faux angular velocity */
-   v4f rotate; 
-
-   static float siY = 0.0f;
-   float lerpq = player.in_air? 0.04f: 0.3f;
-   siY = vg_lerpf( siY, player.iY, lerpq );
-
-   q_axis_angle( rotate, player.rb.up, siY );
-   q_mul( rotate, player.rb.q, player.rb.q );
-   player.iY = 0.0f;
-
-   /* 
-    * Gate intersection, by tracing a line over the gate planes 
-    */
-   for( int i=0; i<world.routes.gate_count; i++ )
+   else
    {
-      struct route_gate *rg = &world.routes.gates[i];
-      teleport_gate *gate = &rg->gate;
+      player.rewind_incrementer ++;
 
-      if( gate_intersect( gate, player.rb.co, prevco ) )
+      if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
       {
-         m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
-         m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
-         m3x3_mulv( gate->transport, player.vl, player.vl );
-         m3x3_mulv( gate->transport, player.v_last, player.v_last );
-         m3x3_mulv( gate->transport, player.m, player.m );
-         m3x3_mulv( gate->transport, player.bob, player.bob );
-
-         v4f transport_rotation;
-         m3x3_q( gate->transport, transport_rotation );
-         q_mul( transport_rotation, player.rb.q, player.rb.q );
-         
-         world_routes_activate_gate( i );
-         player.rb_gate_frame = player.rb;
-         break;
+         player_save_rewind_frame();
       }
+
+      player_do_motion();
    }
-   
-   rb_update_transform( &player.rb );
 }
 
-/*
- * Animation
- */
-
-static void player_animate(void)
+static void player_update_post(void)
 {
-   /* Camera position */
-   v3_sub( player.rb.v, player.v_last, player.a );
-   v3_copy( player.rb.v, player.v_last );
-
-   v3_add( player.m, player.a, player.m );
-   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-
-   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
-   player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
-   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
-   v3_lerp( player.bob, player.m, 0.2f, player.bob );
-
-   /* Head */
-   float lslip = fabsf(player.slip);
-
-   float kheight = 2.0f,
-         kleg = 0.6f;
-
-   v3f offset;
-   v3_zero( offset );
-   m3x3_mulv( player.rb.to_local, player.bob, offset );
-
-   static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-   
-   float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
-   float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
-   float sign = vg_signf( kicks );
-   speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
-   speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
-
-   offset[0] *= 0.26f;
-   offset[0] += speed_wobble_2*3.0f;
-
-   offset[1] *= -0.3f;
-   offset[2] *= 0.01f;
-
-   offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
-   offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
-   offset[1] = 0.0f;
-
-   /* 
-    * Animation blending
-    * ===========================================
-    */
+   for( int i=0; i<player.land_log_count; i++ )
+      vg_line_cross( player.land_target_log[i], 
+            player.land_target_colours[i], 0.25f);
 
-   /* scalar blending information */
-   float speed = v3_length( player.rb.v );
-   
-   /* sliding */
-   {
-      float desired = vg_clampf( lslip, 0.0f, 1.0f );
-      player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
-   }
-   
-   /* movement information */
+   if( player.is_dead )
    {
-      float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
-            dirx = player.slip < 0.0f?    0.0f: 1.0f,
-            fly  = player.in_air?         1.0f: 0.0f;
+      player_debug_ragdoll();
 
-      player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
-      player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
-      player.ffly  = vg_lerpf( player.ffly, fly, 0.04f );
+      if( !freecam )
+         player_animate_death_cam();
    }
-   
-   struct skeleton *sk = &player.mdl.sk;
-
-   mdl_keyframe apose[32], bpose[32];
-   mdl_keyframe ground_pose[32];
+   else
    {
-      /* when the player is moving fast he will crouch down a little bit */
-      float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
-      player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
-
-      /* stand/crouch */
-      float dir_frame   = player.fdirz * (15.0f/30.0f),
-            stand_blend = offset[1]*-2.0f;
-      
-      skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
-      skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
-
-      /* sliding */
-      float slide_frame = player.fdirx * (15.0f/30.0f);
-      skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
-
-      /* pushing */
-      player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
-
-      float pt = player.push_time;
-      if( player.reverse > 0.0f )
-         skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
-      else
-         skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
-
-      skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
+      player_animate();
 
-      /* trick setup */
-      float setup_frame = player.jump * (12.0f/30.0f),
-            setup_blend = vg_minf( player.jump*5.0f, 1.0f );
-      
-      float jump_frame = (vg_time - player.jump_time) + (12.0f/30.0f);
-      if( jump_frame >= (12.0f/30.0f) && jump_frame <= (40.0f/30.0f) )
-         setup_frame = jump_frame;
-
-      skeleton_sample_anim_clamped( sk, player.mdl.anim_ollie, 
-                                       setup_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
-   }
-   
-   mdl_keyframe air_pose[32];
-   {
-      float target = -vg_get_axis("horizontal");
-      player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
-      
-      float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
-      
-      skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, air_pose );
+      if( !freecam )
+         player_animate_camera();
    }
 
-   skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
-
-   /* additive effects */
-   apose[player.mdl.id_hip-1].co[0] += offset[0];
-   apose[player.mdl.id_hip-1].co[2] += offset[2];
-   apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0];
-   apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2];
-   apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0];
-   apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2];
-   apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0];
-   apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2];
-   apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0];
-   apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2];
-
-   skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
-   skeleton_apply_ik_pass( &player.mdl.sk );
-   skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
-   v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3], 
-               player.mdl.cam_pos );
-   skeleton_apply_inverses( &player.mdl.sk );
-   skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
-
-   skeleton_debug( &player.mdl.sk );
-}
-
-static void player_camera_update(void)
-{
-   /* Update camera matrices */
-   m4x3_identity( player.camera );
-   m4x3_rotate_y( player.camera, -player.angles[0] );
-   m4x3_rotate_x( player.camera, -player.angles[1] );
-   v3_copy( player.camera_pos, player.camera[3] );
-   m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
-static void player_animate_death_cam(void)
-{
-   v3f delta;
-   v3f head_pos;
-   v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
-
-   v3_sub( head_pos, player.camera_pos, delta );
-   v3_normalize( delta );
-
-   v3f follow_pos;
-   v3_muladds( head_pos, delta, -2.5f, follow_pos );
-   v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
-
-   /* 
-    * Make sure the camera stays above the ground
-    */
-   v3f min_height = {0.0f,1.0f,0.0f};
-
-   v3f sample;
-   v3_add( player.camera_pos, min_height, sample );
-   ray_hit hit;
-   hit.dist = min_height[1]*2.0f;
-
-   if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-      v3_add( hit.pos, min_height, player.camera_pos );
-
-   player.camera_pos[1] = 
-      vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
-
-   player.angles[0] = atan2f( delta[0], -delta[2] ); 
-   player.angles[1] = -asinf( delta[1] );
-}
-
-static void player_animate_camera(void)
-{
-   static v3f lerp_cam = {0.0f,0.0f,0.0f};
-   v3f offs = { -0.4f, 0.15f, 0.0f };
-
-   v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
-   v3_add( lerp_cam, offs, offs );
-   m4x3_mulv( player.rb.to_world, offs, player.camera_pos );
-   
-   /* Look angles */
-   v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
-
-   float yaw = atan2f(  player.vl[0], -player.vl[2] ),
-       pitch = atan2f( -player.vl[1], 
-             sqrtf(
-               player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
-             )) * 0.7f;
-
-   player.angles[0] = yaw;
-   player.angles[1] = pitch + 0.30f;
-
-   /* Camera shake */
-   static v2f shake_damp = {0.0f,0.0f};
-   v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
-   v2_muls( shake, v3_length(player.rb.v)*0.3f 
-                        * (1.0f+fabsf(player.slip)), shake);
-
-   v2_lerp( shake_damp, shake, 0.01f, shake_damp );
-   shake_damp[0] *= 0.2f;
-
-   v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
-}
-
-/* 
- * Audio
- */
-static void player_audio(void)
-{
-   float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
-         attn = v3_dist( player.rb.co, player.camera[3] )+1.0f;
-   attn = (1.0f/(attn*attn)) * speed;
-
-   static float air = 0.0f;
-   air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 0.7f);
-   
-   v3f ears = { 1.0f,0.0f,0.0f };
-   v3f delta;
+   if( freecam )
+      player_freecam();
 
-   v3_sub( player.rb.co, player.camera[3], delta );
-   v3_normalize( delta );
-   m3x3_mulv( player.camera, ears, ears );
 
-   float pan = v3_dot( ears, delta );
-   audio_player0.pan = pan;
-   audio_player1.pan = pan;
-   audio_player2.pan = pan;
+   /* CAMERA POSITIONING: LAYER 0 */
+   v2_copy( player.angles, camera_angles );
+   v3_copy( player.camera_pos, camera_pos );
 
-   if( freecam )
-   {
-      audio_player0.vol = 0.0f;
-      audio_player1.vol = 0.0f;
-      audio_player2.vol = 0.0f;
-   }
-   else
+   if( player.rewinding )
    {
-      if( player.is_dead )
+      if( player.rewind_time <= 0.0f )
       {
-         audio_player0.vol = 0.0f;
-         audio_player1.vol = 0.0f;
-         audio_player2.vol = 0.0f;
+         double taken = vg.time - player.diag_rewind_start;
+         vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n", 
+                           taken, player.diag_rewind_time,
+                           player.rewind_total_length );
+
+         player.rewinding = 0;
+         player.rewind_length = 1;
+         player.rewind_total_length = 0.0f;
+         player.rewind_incrementer = 0;
+         world.sky_target_rate = 1.0;
       }
       else
       {
-         float slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f );
-         audio_player0.vol = (1.0f-air)*attn*(1.0f-slide);
-         audio_player1.vol =       air *attn;
-         audio_player2.vol = (1.0f-air)*attn*slide;
-      }
-   }
-}
-
-/*
- * Public Endpoints
- */
-static float *player_cam_pos(void)
-{
-   return player.camera_pos;
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
-   struct respawn_point *rp = NULL, *r;
+         world.sky_target_rate = -100.0;
+         assert( player.rewind_length > 0 );
 
-   if( argc == 1 )
-   {
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         if( !strcmp( r->name, argv[0] ) )
-         {
-            rp = r;
-            break;
-         }
-      }
+         v2f override_angles;
+         v3f override_pos;
 
-      if( !rp )
-         vg_warn( "No spawn named '%s'\n", argv[0] );
-   }
+         float budget         = vg.time_delta,
+               overall_length = player.rewind_length;
 
-   if( !rp )
-   {
-      float min_dist = INFINITY;
+         world_routes_rollback_time( player.rewind_time / overall_length );
 
-      for( int i=0; i<world.spawn_count; i++ )
-      {
-         r = &world.spawns[i];
-         float d = v3_dist2( r->co, player.rb.co );
-         
-         vg_info( "Dist %s : %f\n", r->name, d );
-         if( d < min_dist )
+         for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
          {
-            min_dist = d;
-            rp = r;
+            /* Interpolate frames */
+            int i0 = floorf( player.rewind_time ),
+                i1 = VG_MIN( i0+1, player.rewind_length-1 );
+            
+            struct rewind_frame *fr =  &player.rewind_buffer[i0],
+                                *fr1 = &player.rewind_buffer[i1];
+
+            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)),
+                  speed = sramp*28.0f + 0.5f*player.rewind_time,
+                  mod  = speed * (budget / dist),
+
+                  advl = vg_minf( mod, subl ),
+                  advt = (advl / mod) * budget;
+            
+            player.dist_accum += speed * advt;
+            player.rewind_time -= advl;
+            budget -= advt;
          }
-      }
-   }
-
-   if( !rp )
-   {
-      vg_error( "No spawn found\n" );
-      if( !world.spawn_count )
-         return 0;
-
-      rp = &world.spawns[0];
-   }
-
-   v4_copy( rp->q, player.rb.q );
-   v3_copy( rp->co, player.rb.co );
 
-   player.vswitch = 1.0f;
-   player.slip_last = 0.0f;
-   player.is_dead = 0;
-   player.in_air = 1;
-   m3x3_identity( player.vr );
-
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
-   
-   rb_update_transform( &player.rb );
-   m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
-
-   player.rb_gate_frame = player.rb;
-   return 1;
-}
+#if 0
+         if( player.dist_accum >= 5.0f )
+         {
+            audio_lock();
+            audio_player_playclip( &audio_rewind_player, &audio_rewind[4] );
+            audio_unlock();
 
-static void player_update(void)
-{
-   for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], 
-            player.land_target_colours[i], 0.25f);
+            player.dist_accum -= 5.0f;
+         }
+#endif
 
-   if( vg_get_axis("grabl")>0.0f)
-   {
-      player.rb = player.rb_gate_frame;
-      player.is_dead = 0;
-      player.in_air = 1;
-      m3x3_identity( player.vr );
+         player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
 
-      player.mdl.shoes[0] = 1;
-      player.mdl.shoes[1] = 1;
+         float current_time = vg.time - player.diag_rewind_start,
+               remaining    = player.rewind_predicted_time - current_time;
 
-      world_routes_notify_reset();
-   }
+         if( player.rewind_sound_wait )
+         {
+            if( player.rewind_predicted_time >= 6.5f )
+            {
+               if( remaining <= 6.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[3], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
+            }
+            else if( player.rewind_predicted_time >= 2.5f )
+            {
+               if( remaining <= 2.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[2], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
+            }
+            else if( player.rewind_predicted_time >= 1.5f )
+            {
+               if( remaining <= 1.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[1], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
+            }
 
-   if( vg_get_button_down( "switchmode" ) )
-   {
-      player.on_board ^= 0x1;
-   }
 
-   if( glfwGetKey( vg_window, GLFW_KEY_O ) )
-   {
-      character_ragdoll_copypose( &player.mdl, player.rb.v );
-      player.is_dead = 1;
-   }
+         }
+         
+         int i0 = floorf( player.rewind_time ),
+             i1 = VG_MIN( i0+1, player.rewind_length-1 );
+         
+         struct rewind_frame *fr =  &player.rewind_buffer[i0],
+                             *fr1 = &player.rewind_buffer[i1];
+         
+         float sub = vg_fractf(player.rewind_time);
 
-   if( player.is_dead )
-   {
-      character_ragdoll_iter( &player.mdl );
-      character_debug_ragdoll( &player.mdl );
+         v3_lerp( fr->pos, fr1->pos, sub, override_pos );
+         override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
+         override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
 
-      if( !freecam )
-         player_animate_death_cam();
-   }
-   else
-   {
-      if( player.on_board )
-      {
-         player_do_motion();
-         player_animate();
+         /* CAMERA POSITIONING: LAYER 1 */
+         float blend = (4.0f-player.rewind_time) * 0.25f,
+               c     = vg_clampf( blend, 0.0f, 1.0f );
 
-         if( !freecam )
-            player_animate_camera();
+         camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
+         camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
+         v3_lerp( override_pos, player.camera_pos, c, camera_pos );
       }
    }
 
-   if( freecam )
-      player_freecam();
-
-   player_camera_update();
+   camera_update();
    player_audio();
 }
 
-static void draw_player(void)
+static void draw_player( m4x3f cam )
 {
    if( player.is_dead )
-      character_mimic_ragdoll( &player.mdl );
+      player_model_copy_ragdoll();
 
    shader_viewchar_use();
    vg_tex2d_bind( &tex_characters, 0 );
    shader_viewchar_uTexMain( 0 );
-   shader_viewchar_uCamera( player.camera[3] );
-   shader_viewchar_uPv( vg_pv );
+   shader_viewchar_uCamera( cam[3] );
+   shader_viewchar_uPv( vg.pv );
    shader_link_standard_ub( _shader_viewchar.id, 2 );
    glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
                          player.mdl.sk.bone_count,
@@ -1097,4 +559,30 @@ static void draw_player(void)
    mesh_draw( &player.mdl.mesh );
 }
 
+/* 
+ * -----------------------------------------------------------------------------
+ *                              API implementation
+ * -----------------------------------------------------------------------------
+ */
+
+static float *player_get_pos(void)
+{
+   return player.phys.rb.co;
+}
+
+static void player_kill(void)
+{
+   if( player.death_tick_allowance == 0 )
+   {
+      player.is_dead = 1;
+      player_ragdoll_copy_model( player.phys.rb.v );
+   }
+}
+
+static float *player_cam_pos(void)
+{
+   return player.camera_pos;
+}
+
+
 #endif /* PLAYER_H */