» Mon Jun 18, 2012 4:55 pm
To do so without a savegame file, you do realise you would have to change every single item in the game so it stores it's location, orientation, etc periodically (say, once a second), so when the time rewind effect is called, it can "go backwards" in the stored locations (probably with TranslateTo, passed the previous stored locations/orientations (and keep in mind, though they would move to their previous positions, they would not reverse ragdolls, animations, etc.))
That is a buttload of processor cycles just to save the data, let alone all the threads that will need to run when you trigger the "backwards" effect.