allow replays to pass through rifts
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index d1e8fc604aaa067766690eba1d6b5b59abff1bcb..07b1f5ade900678fbcbd8a0fa1f0f71aa86a57c2 100644 (file)
@@ -22,25 +22,41 @@ static void player_camera_portal_correction(void){
 
       f32 pol = v3_dot( localplayer.cam.pos, plane ) - plane[3];
 
-      /* check camera polarity */
-      if( (pol < 0.0f) || (pol > 5.0f) ) {
+      int cleared = (pol < 0.0f) || (pol > 5.0f);
+
+      if( cleared ){
          vg_success( "Plane cleared\n" );
-         player_apply_transport_to_cam( localplayer.gate_waiting->transport );
-         localplayer.gate_waiting = NULL;
       }
-      else{
-         /* de-transform camera and player back */
-         m4x3f inverse;
-         m4x3_invert_affine( localplayer.gate_waiting->transport, inverse );
-         m4x3_mulv( inverse, localplayer.cam.pos, localplayer.cam.pos );
 
-         v3f v0;
-         v3_angles_vector( localplayer.cam.angles, v0 );
-         m3x3_mulv( inverse, v0, v0 );
-         v3_angles( v0, localplayer.cam.angles );
+      m4x3f inverse;
+      m4x3_invert_affine( localplayer.gate_waiting->transport, inverse );
+
+      /* de-transform camera and player back */
+      v3f v0;
+      m4x3_mulv( inverse, localplayer.cam.pos, localplayer.cam.pos );
+      v3_angles_vector( localplayer.cam.angles, v0 );
+      m3x3_mulv( inverse, v0, v0 );
+      v3_angles( v0, localplayer.cam.angles );
 
-         skeleton_apply_transform( &localplayer.skeleton, inverse, 
+      skeleton_apply_transform( &localplayer.skeleton, inverse, 
+                                 localplayer.final_mtx );
+
+      /* record and re-put things again */
+      if( cleared ){
+         skaterift_record_frame( &skaterift.replay, 1 );
+         localplayer.deferred_frame_record = 1;
+
+         skeleton_apply_transform( &localplayer.skeleton, 
+                                    localplayer.gate_waiting->transport,
                                     localplayer.final_mtx );
+
+         m4x3_mulv( localplayer.gate_waiting->transport, 
+                    localplayer.cam.pos, localplayer.cam.pos );
+         v3_angles_vector( localplayer.cam.angles, v0 );
+         m3x3_mulv( localplayer.gate_waiting->transport, v0, v0 );
+         v3_angles( v0, localplayer.cam.angles );
+         player_apply_transport_to_cam( localplayer.gate_waiting->transport );
+         localplayer.gate_waiting = NULL;
       }
    }
 }