k_replay_framedata_animator,
k_replay_framedata_gamestate,
k_replay_framedata_internal_gamestate,
- k_replay_framedata_sfx
+ k_replay_framedata_sfx,
+ k_replay_framedata_glider,
+ k_replay_framedata_rows
};
struct replay_frame {
enum player_subsystem system;
u16 total_size;
- u16 data_table[4][2];
+ u16 data_table[k_replay_framedata_rows][2];
};
struct replay_gamestate {
- rigidbody rb;
+ rigidbody rb, glider_rb; /* TODO: these don't need to be saved with their
+ full matrices */
v3f angles;
- bool have_glider;
struct player_cam_controller cam_control;
};
+/* we save this per-anim-frame. if there glider is existing in any state */
+struct replay_glider_data {
+ bool have_glider, glider_orphan;
+ f32 t;
+ v3f co;
+ v4f q;
+};
+
struct replay_sfx {
u32 none;
};
-static replay_frame *replay_newframe( replay_buffer *replay,
- u16 animator_size,
- u16 gamestate_size,
- u16 sfx_count );
static int replay_seek( replay_buffer *replay, f64 t );
static replay_frame *replay_find_recent_stateframe( replay_buffer *replay );