seperate gamestate and animator memory (BREAKS: SMOOTHED UPPER YAW)
[carveJwlIkooP6JGAAIwe30JlM.git] / player_replay.c
index 5313f936382550397c5d8d61ad10c876774fc020..319cf03a64943d53646c4c75fdff794dc33b9821 100644 (file)
@@ -299,15 +299,15 @@ void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){
    replay->cursor = vg.time;
    replay->cursor_frame = frame;
 
-   player_animation *res = &frame->anim;
+   player_pose *res = &frame->pose;
    v3_zero( res->root_co );
    q_identity( res->root_q );
-   res->type = k_player_animation_type_absolute;
+   res->type = k_player_pose_type_absolute;
 
    struct skeleton *sk = &localplayer.playeravatar->sk;
 
-   memcpy( &frame->board_pose, &localplayer.board_pose
-            sizeof(localplayer.board_pose) );
+   memcpy( &frame->pose.board, &localplayer.pose.board
+            sizeof(localplayer.pose.board) );
    frame->time = vg.time;
    v3_copy( localplayer.cam.pos, frame->cam_pos );
 
@@ -317,14 +317,14 @@ void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){
 
       for( u32 i=1; i<sk->bone_count; i++ ){
          struct skeleton_bone *sb = &sk->bones[i];
-         mdl_keyframe *kf = &res->pose[i-1];
+         mdl_keyframe *kf = &res->keyframes[i-1];
          m4x3f mtx;
          m4x3_mul( localplayer.gate_waiting->transport, sk->final_mtx[i], mtx );
          m4x3_decompose( mtx, kf->co, kf->q, kf->s );
       }
    }
    else
-      skeleton_decompose_mtx_absolute( sk, res->pose );
+      skeleton_decompose_mtx_absolute( sk, res->keyframes );
 
    v3_copy( localplayer.cam.angles, frame->cam_angles );
    frame->cam_fov = localplayer.cam.fov;