basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 97c799ee61ca7d151999b14ca0aa5a9c38b4621d..ecf595d42c51a731daecfef6b4e99bdbaf43fd5c 100644 (file)
--- a/player.h
+++ b/player.h
 #ifndef PLAYER_H
 #define PLAYER_H
 
-#include "audio.h"
-#include "common.h"
-#include "world.h"
-//#include "character.h"
-#include "player_model.h"
-#include "bvh.h"
-
-/* 
- * Constants 
- */
-
-static float 
-   k_walkspeed             = 7.0f,  /* no longer used */
-   k_runspeed              = 14.0f,
-   k_board_radius          = 0.3f,
-   k_board_length          = 0.45f,
-   k_board_allowance       = 0.04f,
-   k_friction_lat          = 8.8f,
-   k_friction_resistance   = 0.01f,
-   k_max_push_speed        = 16.0f,
-   k_push_accel            = 10.0f,
-   k_push_cycle_rate       = 8.0f,
-   k_steer_ground          = 2.5f,
-   k_steer_air             = 3.6f,
-   k_steer_air_lerp        = 0.3f,
-   k_pump_force            = 0.0f,
-   k_downforce             = 5.0f,
-   k_jump_charge_speed     = (1.0f/1.0f),
-   k_jump_force            = 5.0f,
-   k_pitch_limit           = 1.5f,
-   k_look_speed            = 2.0f,
-   k_walk_accel            = 5.0f,
-   k_walk_friction         = 8.0f;
-
-static int freecam = 0;
-static int walk_grid_iterations = 1;
-static float fc_speed = 10.0f;
-
-static struct gplayer
-{
-   /* Physics */
-   rigidbody rb, collide_front, collide_back, rb_gate_frame;
-
-   /* TODO: eugh */
-   m3x3f gate_vr_frame, gate_vr_pstep_frame;
-
-   v3f a, v_last, m, bob, vl;
-
-   /* Utility */
-   float vswitch, slip, slip_last,
-         reverse;
-
-   float iY;   /* Yaw inertia */
-   int in_air, is_dead, on_board;
+#include "skaterift.h"
 
-   v2f board_xy;
-   float grab;
-   float pitch;
-   float pushing, push_time;
-   float jump;
-   int jump_charge, jump_dir;
-   
-   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;
-   
-   v3f camera_pos, smooth_localcam;
-   v2f angles;
-   m4x3f camera, camera_inverse;
-
-   /* animation */
-   double jump_time;
-   float fslide,
-         fdirz, fdirx,
-         fstand,
-         ffly,
-         fpush,
-         fairdir,
-         fsetup,
-         walk_timer,
-         fonboard;
-
-   v3f last_step_pos;
-   int step_phase;
-}
-player = 
-{
-   .on_board = 0,
-
-   .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
-   .collide_back  = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
+enum player_subsystem{
+   k_player_subsystem_walk = 0,
+   k_player_subsystem_skate = 1,
+   k_player_subsystem_dead = 2,
+   k_player_subsystem_drive = 3
 };
 
-/* 
- * Player API
- */
-
-
-/*
- * Free camera movement
- */
-
-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
- */
-
-static void apply_gravity( v3f vel, float const timestep )
-{
-   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;
+struct player_cam_controller {
+   enum camera_mode{
+      k_cam_firstperson = 1,
+      k_cam_thirdperson = 0
+   }
+   camera_mode;
+   f32 camera_type_blend;
+
+   v3f fpv_offset,         /* expressed relative to rigidbody */
+       tpv_offset,
+       tpv_offset_extra,
+       fpv_viewpoint,      /* expressed relative to neck bone inverse final*/
+       fpv_offset_smooth,
+       fpv_viewpoint_smooth,
+       tpv_offset_smooth,
+       tpv_lpf,
+       cam_velocity_smooth;
+};
 
-               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 );
-            }
+#include "player_ragdoll.h"
+#include "player_render.h"
+#include "player_model.h"
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+#include "player_drive.h"
+#include "player_replay.h"
 
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
+#define PLAYER_REWIND_FRAMES 60*4
+#define RESET_MAX_TIME 45.0
 
-            player.land_log_count ++;
+static i32 k_cinema_fixed = 0;
+static f32 k_cinema       = 0.0f;
+static i32 k_invert_y     = 0;
 
-            break;
-         }
-      }
-   }
-}
+struct player_instance{
+   /* transform definition */
+   rigidbody rb;
+   v3f angles;
 
-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 );
-}
+   v4f   qbasis;
+   m3x3f basis, invbasis, basis_gate;
+   world_instance *viewable_world;
 
-static void player_physics_control(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" ) )
-   {
-      player.jump += ktimestep * k_jump_charge_speed;
-
-      if( !player.jump_charge )
-         player.jump_dir = player.reverse > 0.0f? 1: 0;
-
-      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;
-   }
-
-   /* Pumping */
-   static float previous = 0.0f;
-   float delta = previous - player.grab,
-          pump = delta * k_pump_force*ktimestep;
-   previous = player.grab;
-
-   v3f p1;
-   v3_muladds( player.rb.co, player.rb.up, pump, p1 );
-   vg_line( player.rb.co, p1, 0xff0000ff );
-
-   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 
+    * Camera management
+    * ---------------------------
     */
-   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;
+   camera cam;
+   struct player_cam_controller cam_control;
 
-   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 ))
-      {
-         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;
-      }
-      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)
-{
-   rb_init( &player.collide_front );
-   rb_init( &player.collide_back  );
-}
-
-static void player_walk_physics(void)
-{
-   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 );
-   
-   float h0 = 0.3f,
-         h1 = 0.9f;
-
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
-   v3_copy( rbf->co, rbf->to_world[3] );
-   m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, 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 );
-
-   rb_debug( rbf, 0xff0000ff );
-   rb_debug( rbb, 0xff0000ff );
-
-   rb_ct manifold[64];
-   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 );
-
-   for( int j=0; j<5; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         
-         /*normal */
-         float vn = -v3_dot( player.rb.v, ct->n );
-         vn += ct->bias;
-
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
-
-         v3f impulse;
-         v3_muls( ct->n, vn, impulse );
-
-         v3_add( impulse, player.rb.v, player.rb.v );
-
-         /* friction */
-         for( int j=0; j<2; j++ )
-         {
-            float     f = k_friction * ct->norm_impulse,
-                     vt = v3_dot( player.rb.v, ct->t[j] ),
-                 lambda = -vt;
-            
-            float temp = ct->tangent_impulse[j];
-            ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
-            lambda = ct->tangent_impulse[j] - temp;
-
-            v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v );
-         }
-      }
-   }
+   v3f cam_override_pos;
+   v3f cam_override_angles;
+   float cam_override_fov;
+   float cam_override_strength;
+   f32 cam_trackshake;
 
-   player.in_air = len==0?1:0;
-   
-   v3_zero( player.rb.w );
-   q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
+   float cam_velocity_influence,
+         cam_velocity_coefficient,
+         cam_velocity_constant,
+         cam_velocity_coefficient_smooth,
+         cam_velocity_constant_smooth,
+         cam_velocity_influence_smooth;
 
-   v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
+   v3f cam_land_punch, cam_land_punch_v;
+   ent_gate *gate_waiting;
 
-   v3f p1;
-   v3_muladds( player.rb.co, forward_dir, 2.0f, p1 );
-   vg_line( player.rb.co, p1, 0xff0000ff );
+   int immobile;
 
-   float move_dead = 0.1f,
-         move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead;
-
-   if( move > 0.0f )
-   {
-      float move_norm = move * (1.0f/(1.0f-move_dead)),
-            speed     = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ),
-            amt       = k_walk_accel * ktimestep,
-            zvel      = v3_dot( player.rb.v, forward_dir ),
-            new_vel   = vg_minf( zvel + amt, speed ),
-            diff      = new_vel - vg_minf( zvel, speed );
-
-      v3_muladds( player.rb.v, forward_dir, diff, player.rb.v );
-
-      /* TODO move */
-      float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
-            run_norm  = 30.0f/(float)player.mdl.anim_run->length ;
-
-      player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm );
-   }
-   else
-   {
-      player.walk_timer = 0.0f;
-   }
-
-   player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction);
-   player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction);
-}
-
-static void player_physics(void)
-{
    /*
-    * Update collision fronts
+    * Animation
+    * --------------------------------------------------
     */
-   
-   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 );
-
-   rb_debug( rbf, 0xff00ffff );
-   rb_debug( rbb, 0xffffff00 );
-
-   rb_ct manifold[64];
-   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 )
-   {
-      player_start_air();
-   }
-   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
-      }
+   struct player_avatar  *playeravatar;
+   struct player_ragdoll  ragdoll;
+   struct player_model    fallback_model;
 
-      v3_normalize( surface_avg );
+   u16 board_view_slot, playermodel_view_slot;
 
-      if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
-      {
-         player_start_air();
-      }
-      else
-         player.in_air = 0;
-   }
-
-   for( int j=0; j<5; j++ )
-   {
-      for( int i=0; i<len; i++ )
-      {
-         struct contact *ct = &manifold[i];
-         
-         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;
-
-         float temp = ct->norm_impulse;
-         ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
-         vn = ct->norm_impulse - temp;
-
-         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 )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.rb.v );
-            return;
-         }
-
-         v3_add( impulse, player.rb.v, player.rb.v );
-         v3_cross( delta, impulse, impulse );
-
-         /*
-          * 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;
-
-         v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
-         v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
-      }
-   }
+   player_pose            holdout_pose;
+   float                  holdout_time;
 
-   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 )
-   {
-      v3f axis;
-      float angle = v3_dot( player.rb.up, surface_avg );
-      v3_cross( player.rb.up, surface_avg, axis );
-
-      //float cz = v3_dot( player.rb.forward, axis );
-      //v3_muls( player.rb.forward, cz, axis );
-
-      if( angle < 0.999f )
-      {
-         v4f correction;
-         q_axis_angle( correction, axis, acosf(angle)*0.3f );
-         q_mul( correction, player.rb.q, player.rb.q );
-      }
-
-      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 )
-      {
-         v3f jumpdir;
-         
-         /* Launch more up if alignment is up else improve velocity */
-         float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )),
-               mod = 0.5f,
-               dir = mod + aup*(1.0f-mod);
-
-         v3_copy( player.rb.v, jumpdir );
-         v3_normalize( jumpdir );
-         v3_muls( jumpdir, 1.0f-dir, jumpdir );
-         v3_muladds( jumpdir, player.rb.up, dir, jumpdir );
-         v3_normalize( jumpdir );
-         
-         float force = k_jump_force*player.jump;
-         v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
-         player.jump = 0.0f;
-
-         player.jump_time = vg_time;
-
-         audio_lock();
-         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, player.rb.co );
-         audio_player_set_vol( &audio_player_extra, 20.0f );
-         audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] );
-         audio_unlock();
-      }
-   }
-   else
-   {
-      player_physics_control_air();
-   }
-
-   if( !player.jump_charge )
-   {
-      player.jump -= k_jump_charge_speed * ktimestep;
-   }
-   player.jump_charge = 0;
-   player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
-}
-
-static void player_do_motion(void)
-{
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
-
-   if( player.on_board )
-      player_physics();
-   else
-      player_walk_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 );
-
-   /* 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 )
-   {
-      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 );
-   }
-
-   /* 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;
+   struct board_pose      board_pose;
 
    /* 
-    * Gate intersection, by tracing a line over the gate planes 
+    * Replay
+    * -------------------------------------------------
     */
-   for( int i=0; i<world.routes.gate_count; i++ )
-   {
-      struct route_gate *rg = &world.routes.gates[i];
-      teleport_gate *gate = &rg->gate;
-
-      if( gate_intersect( gate, player.rb.co, prevco ) )
-      {
-         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 );
+   replay_buffer replay;
 
-         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;
+   /*
+    * Subsystems
+    * -------------------------------------------------
+    */
 
-         m3x3_copy( player.vr, player.gate_vr_frame );
-         m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
+   enum player_subsystem subsystem; /* .. prev */
 
-         audio_lock();
-         audio_play_oneshot( &audio_gate_lap, 1.0f );
-         audio_unlock();
-         break;
-      }
-   }
-   
-   rb_update_transform( &player.rb );
+   struct player_skate  _skate;
+   struct player_walk   _walk;
+   struct player_dead   _dead;
+   struct player_drive  _drive;
 }
+static localplayer;
 
 /*
- * Animation
+ * Gameloop tables
+ * ---------------------------------------------------------
  */
 
-static void player_animate_offboard(void)
+VG_STATIC
+void (*_player_system_register[])(void) =
 {
-   mdl_keyframe apose[32], bpose[32];
-   struct skeleton *sk = &player.mdl.sk;
-
-   float walk_norm = (float)player.mdl.anim_walk->length/30.0f,
-         run_norm  = (float)player.mdl.anim_run->length/30.0f,
-         t = player.walk_timer,
-         l = vg_get_axis("grabr") * 0.5f + 0.5f;
-
-   skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
-   skeleton_sample_anim( sk, player.mdl.anim_run,  t*run_norm, bpose );
-
-   skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
-   float idle_walk = vg_minf( l * 10.0f, 1.0f);
-
-   skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
-   skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
-   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 );
-
-   m4x3f mtx;
-   v4f rot;
-   q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
-   q_m3x3( rot, mtx );
-   v3_copy( player.rb.to_world[3], mtx[3] );
-
-   skeleton_apply_transform( &player.mdl.sk, mtx );
-   skeleton_debug( &player.mdl.sk );
-}
+   player__walk_register,
+   player__skate_register,
+   NULL,
+   NULL
+};
 
-static void player_animate(void)
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
 {
-   if( !player.on_board )
-   {
-      player_animate_offboard();
-      return;
-   }
-
-   /* 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
-    * ===========================================
-    */
-
-   /* 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 */
-   {
-      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.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 );
-   }
-   
-   struct skeleton *sk = &player.mdl.sk;
-
-   mdl_keyframe apose[32], bpose[32];
-   mdl_keyframe ground_pose[32];
-   {
-      /* 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 );
-
-      /* trick setup */
-      float jump_start_frame = 14.0f/30.0f;
-      float setup_frame = player.jump * jump_start_frame,
-            setup_blend = vg_minf( player.jump*5.0f, 1.0f );
-      
-      float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
-      if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
-         setup_frame = jump_frame;
-
-      struct skeleton_anim *jump_anim = player.jump_dir?
-                                        player.mdl.anim_ollie:
-                                        player.mdl.anim_ollie_reverse;
-
-      skeleton_sample_anim_clamped( sk, jump_anim, 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, apose );
-
-      static v2f grab_choice;
-      v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-                            0.04f, grab_choice );
-
-      float ang = atan2f( grab_choice[0], grab_choice[1] ),
-            ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
-            grab_frame = ang_unit * (15.0f/30.0f);
-
-      skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
-      skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose );
-   }
-
-   skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
-
-   float add_grab_mod = player.ffly * player.grab;
-
-   /* additive effects */
-   apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod;
-   apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod;
-   apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod;
-   apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod;
-   apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod;
-   apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod;
-   apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod;
-   apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod;
-   apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod;
-   apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod;
-
-   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 );
-}
+   player__walk_bind,
+   player__skate_bind,
+   NULL,
+   player__drive_bind
+};
 
-static void player_camera_update(void)
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
 {
-   /* 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 );
-}
+   player__walk_reset,
+   player__skate_reset,
+   NULL,
+   player__drive_reset
+};
 
-static void player_animate_death_cam(void)
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) = 
 {
-   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] );
-}
+   player__walk_pre_update,
+   player__skate_pre_update,
+   NULL,
+   player__drive_pre_update
+};
 
-static void player_animate_camera(void)
+VG_STATIC
+void( *_player_update[])( player_instance *player ) =
 {
-   static v3f lerp_cam = {0.0f,0.0f,0.0f};
-   v3f cam_pos;
-
-   player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
-
-   if( player.on_board )
-   {
-      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, cam_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] = vg_lerpf( player.angles[1], pitch + 0.30f, 
-                                                         player.fonboard );
-
-      /* 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 );
-      m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos );
-   }
-   else
-   {
-      float speed = ktimestep * k_look_speed;
-      player.angles[0] += vg_get_axis( "horizontal" ) * speed;
-      player.angles[1] += vg_get_axis( "vertical" ) * speed;
-      
-      player.angles[1] = vg_clampf( player.angles[1], 
-                                       -k_pitch_limit, k_pitch_limit );
-      
-      float s =  sinf(player.angles[0]) * 0.2f,
-            c = -cosf(player.angles[0]) * 0.2f;
-      v3f forward_dir = { s,0.15f,c };
-
-      
-      m4x3f mtx;
-      v4f rot;
-      q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, 
-                              -player.angles[0] -VG_PIf*0.5f );
-      q_m3x3( rot, mtx );
-      v3_copy( player.rb.to_world[3], mtx[3] );
-
-      m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
-      v3_add( cam_pos, forward_dir, player.camera_pos );
-      v3_lerp( player.vl, player.rb.v, 0.3f, player.vl );
-   }
-}
+   player__walk_update,
+   player__skate_update,
+   player__dead_update,
+   player__drive_update
+};
 
-/* 
- * Audio
- */
-static void player_audio(void)
+VG_STATIC 
+void( *_player_post_update[])( player_instance *player ) =
 {
-   static int _ding = 0;
-   
-   int last = _ding;
-   _ding = glfwGetKey(vg_window, GLFW_KEY_C);
-
-   int trigger_ding = 0;
-   if( _ding && !last )
-      trigger_ding = 1;
-
-   static int _air = 0;
-
-   int l2 = _air;
-   _air = player.in_air;
-
-   static double last_revert = -2000.0;
-
-
-
-
-   audio_lock();
-   
-   double revert_delta = vg_time - last_revert;
-   if( player.on_board && (!_air && l2) && (fabsf(player.slip) > 0.5f) && 
-         (revert_delta > 0.7) )
-   {
-      audio_player_set_position( &audio_player_extra, player.rb.co );
-      audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-      audio_player_set_vol( &audio_player_extra, 2.0f );
-      audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] );
-
-      last_revert = vg_time;
-   }
-
-   static float air = 0.0f;
-   air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 5.0f*ktimestep);
-
-   /* Spacial info */
-   v3f ears = { 1.0f,0.0f,0.0f };
-   v3f delta;
-
-   float *cam = player.camera[3],
-         *pos = player.rb.co;
-   
-   if( trigger_ding )
-      audio_player_playclip( &audio_player_extra, &audio_ding );
-
-   audio_player_set_position( &audio_player0, player.rb.co );
-   audio_player_set_position( &audio_player1, player.rb.co );
-   audio_player_set_position( &audio_player2, player.rb.co );
-   audio_player_set_position( &audio_player_gate, world.render_gate_pos );
-
-   v3_sub( player.rb.co, player.camera[3], delta );
-   v3_normalize( delta );
-   m3x3_mulv( player.camera, ears, ears );
-
-   /* TODO, Make function */
-   v3_copy( ears, vg_audio.listener_ears );
-   v3_copy( player.camera[3], vg_audio.listener_pos );
-
-   /* Tunnel / occlusion */
-   audio_sample_occlusion( player.camera[3] );
-   
-   if( freecam || player.is_dead || !player.on_board )
-   {
-      audio_player_set_vol( &audio_player0, 0.0f );
-      audio_player_set_vol( &audio_player1, 0.0f );
-      audio_player_set_vol( &audio_player2, 0.0f );
-
-      int walk_phase = 0;
-      if( vg_fractf(player.walk_timer) > 0.5f )
-         walk_phase = 1;
-      else
-         walk_phase = 0;
-
-      if( (player.step_phase != walk_phase) && !player.in_air )
-      {
-         v3_copy( player.rb.co, player.last_step_pos );
-
-         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, player.rb.co );
-         audio_player_set_vol( &audio_player_extra, 6.0f );
-         audio_player_playclip( &audio_player_extra, 
-                                          &audio_footsteps[rand()%4] );
-      }
-
-      player.step_phase = walk_phase;
-   }
-   else
-   {
-      /* Composite */
-      float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
-            attn  = speed,
-            slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ),
-            vol0  = (1.0f-air)*attn*(1.0f-slide),
-            vol1  =       air *attn,
-            vol2  = (1.0f-air)*attn*slide;
-      
-      audio_player_set_vol( &audio_player0, vol0 );
-      audio_player_set_vol( &audio_player1, vol1 );
-      audio_player_set_vol( &audio_player2, vol2 );
-
-      float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
-      audio_player_set_pan( &audio_player3, 0.0f );
-      audio_player_set_vol( &audio_player3, reverb_amt );
-   }
-   
-#if 0
-   world_audio_update( cam, ears );
-#endif
-   audio_unlock();
-}
+   player__walk_post_update,
+   player__skate_post_update,
+   NULL,
+   player__drive_post_update
+};
 
-/*
- * Public Endpoints
- */
-static float *player_cam_pos(void)
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
 {
-   return player.camera_pos;
-}
+   player__walk_im_gui,
+   player__skate_im_gui,
+   NULL,
+   player__drive_im_gui
+};
 
-static int reset_player( int argc, char const *argv[] )
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
 {
-   struct respawn_point *rp = NULL, *r;
-
-   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;
-         }
-      }
-
-      if( !rp )
-         vg_warn( "No spawn named '%s'\n", argv[0] );
-   }
-
-   if( !rp )
-   {
-      float min_dist = INFINITY;
-
-      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 )
-         {
-            min_dist = d;
-            rp = r;
-         }
-      }
-   }
-
-   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 );
-   m3x3_identity( player.gate_vr_frame );
-   m3x3_identity( player.gate_vr_pstep_frame );
-
-   player.rb_gate_frame = player.rb;
-   return 1;
-}
+   player__walk_animate,
+   player__skate_animate,
+   player__dead_animate,
+   player__drive_animate
+};
 
-static void player_update(void)
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) =
 {
-   for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], 
-            player.land_target_colours[i], 0.25f);
-
-   if( vg_get_axis("grabl")>0.0f)
-   {
-      player.rb = player.rb_gate_frame;
-      m3x3_copy( player.gate_vr_frame, player.vr );
-      m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep );
-      player.is_dead = 0;
-      player.in_air = 1;
-      m3x3_identity( player.vr );
-
-      player.mdl.shoes[0] = 1;
-      player.mdl.shoes[1] = 1;
-
-      world_routes_notify_reset();
-   }
-
-   if( vg_get_button_down( "switchmode" ) )
-   {
-      player.on_board ^= 0x1;
-   }
-
-   if( (glfwGetKey( vg_window, GLFW_KEY_O ) || (player.rb.co[1] < 0.0f)) &&
-       !player.is_dead)
-   {
-      character_ragdoll_copypose( &player.mdl, player.rb.v );
-      player.is_dead = 1;
-   }
-
-   if( player.is_dead )
-   {
-      character_ragdoll_iter( &player.mdl );
-      character_debug_ragdoll( &player.mdl );
-
-      if( !freecam )
-         player_animate_death_cam();
-   }
-   else
-   {
-      player_do_motion();
-      player_animate();
-
-      if( !freecam )
-         player_animate_camera();
-   }
-
-   if( freecam )
-      player_freecam();
+   player__walk_post_animate,
+   player__skate_post_animate,
+   player__dead_post_animate,
+   player__drive_post_animate
+};
 
-   player_camera_update();
-   player_audio();
-}
+VG_STATIC
+void( *_player_store_state[] )( player_instance *player ) = 
+{
+   NULL,
+   NULL,
+   NULL,
+   NULL
+};
 
-static void draw_player(void)
+VG_STATIC
+void( *_player_load_state_lerp[] )( player_instance *player, 
+                                    void *A, void *B, f32 t ) =
 {
-   if( player.is_dead )
-      character_mimic_ragdoll( &player.mdl );
+   NULL,
+   NULL,
+   NULL,
+   NULL
+};
 
-   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_link_standard_ub( _shader_viewchar.id, 2 );
-   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
-                         player.mdl.sk.bone_count,
-                         0,
-                         (float *)player.mdl.sk.final_mtx );
-   
-   mesh_bind( &player.mdl.mesh );
-   mesh_draw( &player.mdl.mesh );
-}
+PLAYER_API void player__debugtext( int size, const char *fmt, ... );
+PLAYER_API void player__create( player_instance *inst );
+PLAYER_API void player__use_avatar( player_instance *player, 
+                                    struct player_avatar *av );
+PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
+PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
+PLAYER_API void player__use_model( player_instance *player, u16 reg_id );
+
+PLAYER_API void player__bind( player_instance *player );
+PLAYER_API void player__pre_update( player_instance *player );
+PLAYER_API void player__update( player_instance *player );
+PLAYER_API void player__post_update( player_instance *player );
+
+PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
+PLAYER_API void player__im_gui( player_instance *player );
+PLAYER_API void player__setpos( player_instance *player, v3f pos );
+PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
+PLAYER_API void player__kill( player_instance *player );
+
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
 
 #endif /* PLAYER_H */