v3f angles;
struct player_cam_controller cam_control;
u32 current_run_version;
+ bool drowned;
};
/* we save this per-anim-frame. if there glider is existing in any state */
replay_frame_data( replay_frame *frame, enum replay_framedata type );
void skaterift_replay_pre_update(void);
-void skaterift_replay_imgui(void);
-void skaterift_replay_debug_info(void);
+void skaterift_replay_imgui( ui_context *ctx );
+void skaterift_replay_debug_info( ui_context *ctx );
void skaterift_record_frame( replay_buffer *replay,
int force_gamestate );
void skaterift_replay_post_render(void);