f64 cursor;
};
-struct replay_frame {
- player_pose pose;
+enum replay_framedata{
+ k_replay_framedata_animator,
+ k_replay_framedata_gamestate,
+ k_replay_framedata_internal_gamestate,
+ k_replay_framedata_sfx
+};
+struct replay_frame {
v3f cam_pos, cam_angles;
f32 cam_fov;
f64 time;
replay_frame *l, *r;
- u32 subsystem_gamestate_size,
- sfx_count;
+ enum player_subsystem system;
+ u16 total_size;
+ u16 data_table[4][2];
};
struct replay_gamestate {
- enum player_subsystem system;
rigidbody rb;
v3f angles;
struct player_cam_controller cam_control;
-
-#if 0
- union {
- struct player_skate_state skate;
- struct player_walk_state walk;
- struct player_ragdoll ragdoll;
- };
-#endif
};
struct replay_sfx {
};
VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
- u32 gamestate_count, u32 sfx_count );
+ u16 animator_size,
+ u16 gamestate_size,
+ u16 sfx_count );
VG_STATIC void replay_seek( replay_buffer *replay, f64 t );
-replay_gamestate *replay_frame_gamestate( replay_frame *frame );
-void *replay_gamestate_subsystem_data( replay_gamestate *gs );
-replay_sfx *replay_frame_sfx( replay_frame *frame, u32 index );
VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay );
VG_STATIC void replay_get_camera( replay_buffer *replay, camera *cam );
VG_STATIC void replay_get_frame_camera( replay_frame *frame, camera *cam );
VG_STATIC f32 replay_subframe_time( replay_buffer *replay );
VG_STATIC void replay_clear( replay_buffer *replay );
+VG_STATIC void *
+replay_frame_data( replay_frame *frame, enum replay_framedata type );
VG_STATIC void skaterift_replay_pre_update(void);
VG_STATIC void skaterift_replay_imgui(void);