+VG_STATIC void player_replay_control_update( player_instance *player ){
+ f64 speed = 1.0;
+ f64 target = player->replay.cursor;
+
+ if( vg_getkey( SDLK_9 ) ){
+ target -= vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+ if( vg_getkey( SDLK_0 ) ){
+ target += vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+
+ if( vg_getkey( SDLK_7 ) )
+ player->replay.control = k_replay_control_play;
+
+ if( player->replay.control == k_replay_control_play ){
+ target += vg.time_frame_delta;
+ replay_seek( &player->replay, target );
+ }
+
+ if( vg_getkey( SDLK_8 ) ){
+ replay_frame *prev = replay_find_recent_stateframe( &player->replay );
+
+ if( prev ){
+ /* TODO: Make gamestate_apply function / swap ... */
+ replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
+
+ if( gs->system == k_player_subsystem_walk ){
+ memcpy( &player->_walk.state, &gs->walk,
+ sizeof(struct player_walk_state) );
+ }
+ else if( gs->system == k_player_subsystem_skate ){
+ memcpy( &player->_skate.state, &gs->skate,
+ sizeof(struct player_skate_state) );
+ }
+ player->subsystem = gs->system;
+
+ memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
+ v3_copy( gs->angles, player->angles );
+ v3_copy( prev->cam_pos, player->cam.pos );
+ v3_copy( prev->cam_angles, player->cam_override_angles );
+ player->cam.fov = prev->cam_fov;
+ memcpy( &player->cam_control, &gs->cam_control,
+ sizeof(struct player_cam_controller) );
+
+ /* chop end off replay */
+ prev->r = NULL;
+ player->replay.statehead = prev;
+ player->replay.head = prev;
+ player->replay.cursor_frame = prev;
+ player->replay.cursor = prev->time;
+ player->replay.control = k_replay_control_none;
+ vg.time = prev->time;
+ return;
+ }
+ }
+}
+