fixed replay bug

This commit is contained in:
Nikolay Korolev 2020-09-26 21:12:47 +03:00
parent db1137b5a1
commit 796ad66d72

View File

@ -768,6 +768,7 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
car->Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING); car->Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING);
car->SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT, true); car->SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT, true);
} }
}
vehicle->bEngineOn = true; vehicle->bEngineOn = true;
if (vehicle->IsCar()) if (vehicle->IsCar())
((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4; ((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4;
@ -776,7 +777,6 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
if (vehicle->IsBoat()) if (vehicle->IsBoat())
((CBoat*)vehicle)->m_bIsAnchored = false; ((CBoat*)vehicle)->m_bIsAnchored = false;
} }
}
bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, float interpolation, uint32 *pTimer){ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, float interpolation, uint32 *pTimer){
/* Mistake. Not even sure what this is even doing here... /* Mistake. Not even sure what this is even doing here...