fixed replay bug
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db1137b5a1
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796ad66d72
@ -768,6 +768,7 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
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car->Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING);
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car->Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING);
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car->SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT, true);
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car->SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT, true);
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}
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}
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}
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vehicle->bEngineOn = true;
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vehicle->bEngineOn = true;
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if (vehicle->IsCar())
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if (vehicle->IsCar())
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((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4;
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((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4;
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@ -776,7 +777,6 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
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if (vehicle->IsBoat())
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if (vehicle->IsBoat())
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((CBoat*)vehicle)->m_bIsAnchored = false;
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((CBoat*)vehicle)->m_bIsAnchored = false;
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}
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}
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}
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bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, float interpolation, uint32 *pTimer){
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bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, float interpolation, uint32 *pTimer){
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/* Mistake. Not even sure what this is even doing here...
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/* Mistake. Not even sure what this is even doing here...
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