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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-23 08:11:49 +01:00
fixed some replay bugs
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82c40b73ca
commit
01c95378e1
@ -251,4 +251,7 @@ private:
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friend class cAudioManager;
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friend class CGarage;
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#ifdef FIX_BUGS
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friend class CReplay;
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#endif
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};
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@ -10,6 +10,10 @@
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#include "DMAudio.h"
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#include "Draw.h"
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#include "FileMgr.h"
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#ifdef FIX_BUGS
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#include "Fire.h"
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#include "Garages.h"
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#endif
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#include "Heli.h"
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#include "main.h"
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#include "Matrix.h"
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@ -22,6 +26,10 @@
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#include "Plane.h"
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#include "Pools.h"
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#include "Population.h"
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#ifdef FIX_BUGS
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#include "Projectile.h"
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#include "ProjectileInfo.h"
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#endif
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#include "Replay.h"
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#include "References.h"
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#include "Pools.h"
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@ -102,6 +110,11 @@ float CReplay::fDistanceLookAroundCam;
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float CReplay::fBetaAngleLookAroundCam;
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float CReplay::fAlphaAngleLookAroundCam;
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#ifdef FIX_BUGS
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uint8* CReplay::pGarages;
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CFire* CReplay::FireArray;
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uint32 CReplay::NumOfFires;
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uint8* CReplay::paProjectileInfo;
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uint8* CReplay::paProjectiles;
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int CReplay::nHandleOfPlayerPed[NUMPLAYERS];
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#endif
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@ -1156,6 +1169,17 @@ void CReplay::StoreStuffInMem(void)
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if (ped)
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StoreDetailedPedAnimation(ped, &pPedAnims[i]);
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}
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#ifdef FIX_BUGS
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pGarages = new uint8[sizeof(CGarages::aGarages)];
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memcpy(pGarages, CGarages::aGarages, sizeof(CGarages::aGarages));
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FireArray = new CFire[NUM_FIRES];
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memcpy(FireArray, gFireManager.m_aFires, sizeof(gFireManager.m_aFires));
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NumOfFires = gFireManager.m_nTotalFires;
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paProjectileInfo = new uint8[sizeof(gaProjectileInfo)];
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memcpy(paProjectileInfo, gaProjectileInfo, sizeof(gaProjectileInfo));
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paProjectiles = new uint8[sizeof(CProjectileInfo::ms_apProjectile)];
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memcpy(paProjectiles, CProjectileInfo::ms_apProjectile, sizeof(CProjectileInfo::ms_apProjectile));
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#endif
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}
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void CReplay::RestoreStuffFromMem(void)
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@ -1206,7 +1230,7 @@ void CReplay::RestoreStuffFromMem(void)
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ped->m_rwObject = nil;
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ped->m_modelIndex = -1;
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ped->SetModelIndex(mi);
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ped->m_pVehicleAnim = 0;
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ped->m_pVehicleAnim = nil;
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ped->m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, ped);
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DMAudio.SetEntityStatus(ped->m_audioEntityId, true);
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CPopulation::UpdatePedCount((ePedType)ped->m_nPedType, false);
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@ -1322,6 +1346,22 @@ void CReplay::RestoreStuffFromMem(void)
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}
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delete[] pPedAnims;
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pPedAnims = nil;
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#ifdef FIX_BUGS
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memcpy(CGarages::aGarages, pGarages, sizeof(CGarages::aGarages));
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delete[] pGarages;
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pGarages = nil;
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memcpy(gFireManager.m_aFires, FireArray, sizeof(gFireManager.m_aFires));
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delete[] FireArray;
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FireArray = nil;
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gFireManager.m_nTotalFires = NumOfFires;
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memcpy(gaProjectileInfo, paProjectileInfo, sizeof(gaProjectileInfo));
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delete[] paProjectileInfo;
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paProjectileInfo = nil;
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memcpy(CProjectileInfo::ms_apProjectile, paProjectiles, sizeof(CProjectileInfo::ms_apProjectile));
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delete[] paProjectiles;
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paProjectiles = nil;
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//CExplosion::ClearAllExplosions(); not in III
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#endif
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DMAudio.ChangeMusicMode(MUSICMODE_FRONTEND);
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DMAudio.SetRadioInCar(OldRadioStation);
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DMAudio.ChangeMusicMode(MUSICMODE_GAME);
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@ -275,6 +275,11 @@ private:
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static float fAlphaAngleLookAroundCam;
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static float fBetaAngleLookAroundCam;
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#ifdef FIX_BUGS
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static uint8* pGarages;
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static CFire* FireArray;
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static uint32 NumOfFires;
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static uint8* paProjectileInfo;
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static uint8* paProjectiles;
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static int nHandleOfPlayerPed[NUMPLAYERS];
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#endif
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@ -90,7 +90,11 @@ CFire::ProcessFire(void)
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}
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}
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}
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if (!FindPlayerVehicle() && !FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
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if (!FindPlayerVehicle() &&
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#ifdef FIX_BUGS
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FindPlayerPed() &&
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#endif
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!FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
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&& ((FindPlayerPed()->GetPosition() - m_vecPos).MagnitudeSqr() < 2.0f)) {
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FindPlayerPed()->DoStuffToGoOnFire();
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gFireManager.StartFire(FindPlayerPed(), m_pSource, 0.8f, 1);
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@ -2990,9 +2990,15 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
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}
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if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
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// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
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#ifdef FIX_BUGS
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if (!veh->IsDoorMissing(door))
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((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
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PedSetOutCarCB(nil, ped);
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return;
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#else
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if (!veh->IsDoorMissing(door))
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((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
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#endif
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} else {
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switch (door) {
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case DOOR_FRONT_LEFT:
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