cleanup frame saving
[carveJwlIkooP6JGAAIwe30JlM.git] / player_render.c
index aaefb0742d806aa54fe09c34adbeb0bbca240d58..b4897fc1f0bf2b13aa8c0abd7068ca27bed836bc 100644 (file)
@@ -179,7 +179,6 @@ VG_STATIC void player__animate( player_instance *player ){
 
 VG_STATIC void player__animate_from_replay( player_instance *player,
                                             replay_buffer *replay ){
-   /* TODO: frame blending */
    /* TODO: holdout blending (from when the game has to slow down) */
 
    player_animation res;
@@ -212,76 +211,6 @@ VG_STATIC void player__animate_from_replay( player_instance *player,
    skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
 }
 
-VG_STATIC 
-void player_record_replay_frame( player_instance *player, 
-                                 replay_buffer *replay, int force_gamestate ){
-   f64 delta      = 9999999.9,
-       statedelta = 9999999.9;
-
-   if( replay->head )
-      delta = vg.time - replay->head->time;
-
-   if( replay->statehead )
-      statedelta = vg.time - replay->statehead->time;
-
-   const f64 k_replay_rate = 1.0/30.0,
-             k_gamestate_rate = 0.5;
-
-   u32 gamestate_size = 0;
-   void *gamestate_src = NULL;
-   if( (statedelta > k_gamestate_rate) || force_gamestate ){
-      if( player->subsystem == k_player_subsystem_walk ){
-         gamestate_size = sizeof(struct player_walk_state);
-         gamestate_src  = &player->_walk.state;
-      }
-      else if( player->subsystem == k_player_subsystem_skate ){
-         gamestate_size = sizeof(struct player_skate_state);
-         gamestate_src  = &player->_skate.state;
-      }
-      else if( player->subsystem == k_player_subsystem_dead ){
-         gamestate_size = sizeof(struct player_ragdoll);
-         gamestate_src  = &player->ragdoll;
-      }
-   }
-   assert( gamestate_size < 0xffff );
-   
-   if( (delta > k_replay_rate) || gamestate_size ){
-      replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
-      replay->cursor = vg.time;
-      replay->cursor_frame = frame;
-
-      player_animation *res = &frame->anim;
-      v3_zero( res->root_co );
-      q_identity( res->root_q );
-      res->type = k_player_animation_type_absolute;
-
-      struct skeleton *sk = &player->playeravatar->sk;
-      skeleton_decompose_mtx_absolute( sk, res->pose );
-
-      memcpy( &frame->board_pose, &player->board_pose, 
-               sizeof(player->board_pose) );
-      frame->time = vg.time;
-      v3_copy( player->cam.pos, frame->cam_pos );
-      v3_copy( player->cam.angles, frame->cam_angles );
-      frame->cam_fov = player->cam.fov;
-
-      if( gamestate_size ){
-         replay_gamestate *gs = replay_frame_gamestate( frame );
-         gs->system = player->subsystem;
-
-         /* permanent block */
-         memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
-         memcpy( &gs->cam_control, &player->cam_control, 
-                  sizeof(struct player_cam_controller) );
-         v3_copy( player->angles, gs->angles );
-
-         /* subsytem/dynamic block */
-         void *dst = replay_gamestate_subsystem_data( gs );
-         memcpy( dst, gamestate_src, gamestate_size );
-      }
-   }
-}
-
 VG_STATIC void player__pre_render( player_instance *player ){
    /* shadowing/ao info */
    struct player_avatar *av = player->playeravatar;