+
+ EntityState replay_state(corrected_state);
+ EntityState &player_state = interface.GetPlayer().entity->GetState();
+
+ if (entry != end) {
+ entry->state.chunk_pos = replay_state.chunk_pos;
+ entry->state.block_pos = replay_state.block_pos;
+ ++entry;
+ }
+
+ while (entry != end) {
+ replay_state.velocity = entry->state.velocity;
+ replay_state.Update(16);
+ entry->state.chunk_pos = replay_state.chunk_pos;
+ entry->state.block_pos = replay_state.block_pos;
+ ++entry;
+ }
+
+ glm::vec3 displacement(replay_state.Diff(player_state));
+ const float disp_squared = dot(displacement, displacement);
+
+ if (disp_squared < 16.0f * numeric_limits<float>::epsilon()) {
+ return;
+ }
+
+ constexpr float warp_thresh = 1.0f;
+ constexpr float max_disp = 0.0001f; // (1/100)^2
+
+ if (disp_squared > warp_thresh) {
+ player_state.chunk_pos = replay_state.chunk_pos;
+ player_state.block_pos = replay_state.block_pos;
+ } else if (disp_squared < max_disp) {
+ player_state.block_pos += displacement;
+ } else {
+ displacement *= 0.01f / sqrt(disp_squared);
+ player_state.block_pos += displacement;
+ }