m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
+ if( player->immobile ){
+ player__cam_iterate( player );
+ return;
+ }
+
if( player->rewinding ){
if( player->rewind_time <= 0.0f ){
double taken = vg.time - player->rewind_start;
vg_alerpf( fr->ang[0], fr1->ang[0], sub );
player->cam_override_angles[1] =
vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
+ player->cam_override_fov = player->cam.fov;
float blend = player->rewind_time * 0.25f;
player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );