update vg
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index e9a4f09f4b01cbaca4857b4b0e95c897f82218c4..c300b3f579a67c95a1b95663d00d5b89b461726d 100644 (file)
@@ -1192,7 +1192,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
    }
 
    static float menu_gate = 1.0f;
-   menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.frame_delta*4.0f );
+   menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
 
    float
          vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
@@ -1230,7 +1230,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
                           vg_lerpf( 250.0f, 80.0f, attn ) );
 
    if( s->sample_change_cooldown > 0.0f ){
-      s->sample_change_cooldown -= vg.frame_delta;
+      s->sample_change_cooldown -= vg.time_frame_delta;
    }
    else{
       int sample_type = k_skate_sample_concrete;
@@ -2740,11 +2740,10 @@ VG_STATIC void player__skate_animate( player_instance *player,
                                (vg.time - s->state.cur_push) < 0.125,
                                6.0f*vg.time_delta );
 
-      float pt = push_time + vg.accumulator;
       if( s->state.reverse > 0.0f )
-         skeleton_sample_anim( sk, s->anim_push, pt, bpose );
+         skeleton_sample_anim( sk, s->anim_push, push_time, bpose );
       else
-         skeleton_sample_anim( sk, s->anim_push_reverse, pt, bpose );
+         skeleton_sample_anim( sk, s->anim_push_reverse, push_time, bpose );
 
       skeleton_lerp_pose( sk, apose, bpose, s->blend_push, apose );
 
@@ -2862,7 +2861,8 @@ VG_STATIC void player__skate_animate( player_instance *player,
             vg_warn( "FIX THIS! CARROT\n" );
             v4_copy( player->rb.q, s->state.smoothed_rotation );
          }
-         v4_lerp( s->state.smoothed_rotation, player->rb.q, 2.0f*vg.frame_delta,
+         v4_lerp( s->state.smoothed_rotation, player->rb.q, 
+                  2.0f*vg.time_frame_delta,
                   s->state.smoothed_rotation );
          q_normalize( s->state.smoothed_rotation );
 
@@ -3031,7 +3031,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    rb_extrapolate( &player->rb, dest->root_co, dest->root_q );
    v3_muladds( dest->root_co, player->rb.to_world[1], -0.1f, dest->root_co );
 
-   float substep = vg_clampf( vg.accumulator / VG_TIMESTEP_FIXED, 0.0f, 1.0f );
+   float substep = vg.time_fixed_extrapolate;
 
    v4f qflip;
    if( (s->state.activity <= k_skate_activity_air_to_grind) &&