replay_frame *next = frame->r;
if( next ){
f64 l = next->time - frame->time,
- t = (replay->cursor - frame->time) / l;
+ t = (l <= (1.0/128.0))? 0.0: (replay->cursor - frame->time) / l;
return vg_clampf( t, 0.0f, 1.0f );
}
else
v4f q;
};
-static
-void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){
+static void skaterift_record_frame( replay_buffer *replay,
+ int force_gamestate ){
f64 delta = 9999999.9,
statedelta = 9999999.9;
if( localplayer.gate_waiting ){
m4x3_mulv( localplayer.gate_waiting->transport,
frame->cam_pos, frame->cam_pos );
+
+ v3f v0;
+ v3_angles_vector( localplayer.cam.angles, v0 );
+ m3x3_mulv( localplayer.gate_waiting->transport, v0, v0 );
+ v3_angles( v0, frame->cam_angles );
}
- v3_copy( localplayer.cam.angles, frame->cam_angles );
+ else
+ v3_copy( localplayer.cam.angles, frame->cam_angles );
+
frame->cam_fov = localplayer.cam.fov;
/* animator */