u16 gamestate_size = 0;
if( save_state ){
+ /* TODO: have as part of system struct */
gamestate_size = (u32 []){
[k_player_subsystem_walk ] = sizeof(struct player_walk_state),
[k_player_subsystem_drive] = 0,
[k_player_subsystem_skate] = sizeof(struct player_skate_state),
[k_player_subsystem_dead ] = localplayer.ragdoll.part_count *
- sizeof(struct replay_rb)
+ sizeof(struct replay_rb),
+ [k_player_subsystem_glide] = 0,
}[ localplayer.subsystem ];
}
- u16 animator_size = (u16 []){
- [k_player_subsystem_walk ] = sizeof(struct player_walk_animator),
- [k_player_subsystem_drive] = 0,
- [k_player_subsystem_skate] = sizeof(struct player_skate_animator),
- [k_player_subsystem_dead ] = sizeof(struct player_dead_animator)
- }[ localplayer.subsystem ];
+ u16 animator_size = player_subsystems[localplayer.subsystem]->animator_size;
replay_frame *frame = replay_newframe( replay,
animator_size, gamestate_size,
memcpy( &gs->cam_control, &localplayer.cam_control,
sizeof(struct player_cam_controller) );
v3_copy( localplayer.angles, gs->angles );
+ gs->have_glider = localplayer.have_glider;
void *dst = replay_frame_data( frame, k_replay_framedata_gamestate );
else if( localplayer.subsystem == k_player_subsystem_dead ){
struct replay_rb *arr = dst;
for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
- rigidbody *rb = &localplayer.ragdoll.parts[i].obj.rb;
+ rigidbody *rb = &localplayer.ragdoll.parts[i].rb;
v3_copy( rb->co, arr[i].co );
v3_copy( rb->w, arr[i].w );
v3_copy( rb->v, arr[i].v );
else if( localplayer.subsystem == k_player_subsystem_dead ){
memcpy( dst, &player_dead.animator, animator_size );
}
+ else if( localplayer.subsystem == k_player_subsystem_glide ){
+ memcpy( dst, &player_glide.animator, animator_size );
+ }
/* sound effects */
memcpy( replay_frame_data( frame, k_replay_framedata_sfx ),
for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
struct ragdoll_part *part = &localplayer.ragdoll.parts[i];
- rigidbody *rb = &part->obj.rb;
+ rigidbody *rb = &part->rb;
v3_copy( arr[i].co, rb->co );
v3_copy( arr[i].w, rb->w );
}
localplayer.subsystem = frame->system;
+ localplayer.have_glider = gs->have_glider;
memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
v3_copy( gs->angles, localplayer.angles );