if( sys->post_animate )
sys->post_animate();
+ player__observe_system( localplayer.subsystem );
+ if( sys->sfx_comp )
+ sys->sfx_comp( sys->animator_data );
+
player__cam_iterate();
}
}
}
+static void player__observe_system( enum player_subsystem id ){
+ if( id != localplayer.observing_system ){
+ struct player_subsystem_interface *sysm1 =
+ player_subsystems[ localplayer.observing_system ];
+
+ if( sysm1->sfx_kill ) sysm1->sfx_kill();
+ localplayer.observing_system = id;
+ }
+}
+
static void player__animate_from_replay( replay_buffer *replay ){
replay_frame *frame = replay->cursor_frame,
*next = NULL;
if( frame ){
next = frame->r;
+ struct player_subsystem_interface
+ *sys0 = player_subsystems[frame->system];
+ void *a0 = replay_frame_data( frame, k_replay_framedata_animator );
+
if( next ){
f32 t = replay_subframe_time( replay );
player_pose pose0, pose1;
struct player_subsystem_interface
- *sys0 = player_subsystems[frame->system],
*sys1 = player_subsystems[next->system];
-
- void *a0 = replay_frame_data( frame, k_replay_framedata_animator ),
- *a1 = replay_frame_data( next, k_replay_framedata_animator );
+ void *a1 = replay_frame_data( next, k_replay_framedata_animator );
sys0->pose( a0, &pose0 );
sys1->pose( a1, &pose1 );
lerp_player_pose( &pose0, &pose1, t, &localplayer.pose );
}
else{
- struct player_subsystem_interface
- *sys = player_subsystems[frame->system];
- sys->pose( replay_frame_data( frame, k_replay_framedata_animator ),
- &localplayer.pose );
+ sys0->pose( a0, &localplayer.pose );
}
+
+ player__observe_system( frame->system );
+ if( sys0->sfx_comp )
+ sys0->sfx_comp( a0 );
}
else return;
&localplayer.pose.board, k_board_shader_player );
SDL_AtomicUnlock( &addon_system.sl_cache_using_resources );
+
+ player_glide_render( cam, world, &localplayer.pose );
}
static void player_mirror_pose( mdl_keyframe pose[32],