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fixed some replay bugs
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Nick007J committed Dec 12, 2020
1 parent 82c40b7 commit 01c95378e1cffe7ef09f44d992a0144d9a5691a4
Showing with 61 additions and 3 deletions.
  1. +3 −0 src/control/Garages.h
  2. +41 −1 src/control/Replay.cpp
  3. +5 −0 src/control/Replay.h
  4. +5 −1 src/core/Fire.cpp
  5. +7 −1 src/peds/PedAI.cpp
@@ -251,4 +251,7 @@ class CGarages

friend class cAudioManager;
friend class CGarage;
#ifdef FIX_BUGS
friend class CReplay;
#endif
};
@@ -10,6 +10,10 @@
#include "DMAudio.h"
#include "Draw.h"
#include "FileMgr.h"
#ifdef FIX_BUGS
#include "Fire.h"
#include "Garages.h"
#endif
#include "Heli.h"
#include "main.h"
#include "Matrix.h"
@@ -22,6 +26,10 @@
#include "Plane.h"
#include "Pools.h"
#include "Population.h"
#ifdef FIX_BUGS
#include "Projectile.h"
#include "ProjectileInfo.h"
#endif
#include "Replay.h"
#include "References.h"
#include "Pools.h"
@@ -102,6 +110,11 @@ float CReplay::fDistanceLookAroundCam;
float CReplay::fBetaAngleLookAroundCam;
float CReplay::fAlphaAngleLookAroundCam;
#ifdef FIX_BUGS
uint8* CReplay::pGarages;
CFire* CReplay::FireArray;
uint32 CReplay::NumOfFires;
uint8* CReplay::paProjectileInfo;
uint8* CReplay::paProjectiles;
int CReplay::nHandleOfPlayerPed[NUMPLAYERS];
#endif

@@ -1156,6 +1169,17 @@ void CReplay::StoreStuffInMem(void)
if (ped)
StoreDetailedPedAnimation(ped, &pPedAnims[i]);
}
#ifdef FIX_BUGS
pGarages = new uint8[sizeof(CGarages::aGarages)];
memcpy(pGarages, CGarages::aGarages, sizeof(CGarages::aGarages));
FireArray = new CFire[NUM_FIRES];
memcpy(FireArray, gFireManager.m_aFires, sizeof(gFireManager.m_aFires));
NumOfFires = gFireManager.m_nTotalFires;
paProjectileInfo = new uint8[sizeof(gaProjectileInfo)];
memcpy(paProjectileInfo, gaProjectileInfo, sizeof(gaProjectileInfo));
paProjectiles = new uint8[sizeof(CProjectileInfo::ms_apProjectile)];
memcpy(paProjectiles, CProjectileInfo::ms_apProjectile, sizeof(CProjectileInfo::ms_apProjectile));
#endif
}

void CReplay::RestoreStuffFromMem(void)
@@ -1206,7 +1230,7 @@ void CReplay::RestoreStuffFromMem(void)
ped->m_rwObject = nil;
ped->m_modelIndex = -1;
ped->SetModelIndex(mi);
ped->m_pVehicleAnim = 0;
ped->m_pVehicleAnim = nil;
ped->m_audioEntityId = DMAudio.CreateEntity(AUDIOTYPE_PHYSICAL, ped);
DMAudio.SetEntityStatus(ped->m_audioEntityId, true);
CPopulation::UpdatePedCount((ePedType)ped->m_nPedType, false);
@@ -1322,6 +1346,22 @@ void CReplay::RestoreStuffFromMem(void)
}
delete[] pPedAnims;
pPedAnims = nil;
#ifdef FIX_BUGS
memcpy(CGarages::aGarages, pGarages, sizeof(CGarages::aGarages));
delete[] pGarages;
pGarages = nil;
memcpy(gFireManager.m_aFires, FireArray, sizeof(gFireManager.m_aFires));
delete[] FireArray;
FireArray = nil;
gFireManager.m_nTotalFires = NumOfFires;
memcpy(gaProjectileInfo, paProjectileInfo, sizeof(gaProjectileInfo));
delete[] paProjectileInfo;
paProjectileInfo = nil;
memcpy(CProjectileInfo::ms_apProjectile, paProjectiles, sizeof(CProjectileInfo::ms_apProjectile));
delete[] paProjectiles;
paProjectiles = nil;
//CExplosion::ClearAllExplosions(); not in III
#endif
DMAudio.ChangeMusicMode(MUSICMODE_FRONTEND);
DMAudio.SetRadioInCar(OldRadioStation);
DMAudio.ChangeMusicMode(MUSICMODE_GAME);
@@ -275,6 +275,11 @@ class CReplay
static float fAlphaAngleLookAroundCam;
static float fBetaAngleLookAroundCam;
#ifdef FIX_BUGS
static uint8* pGarages;
static CFire* FireArray;
static uint32 NumOfFires;
static uint8* paProjectileInfo;
static uint8* paProjectiles;
static int nHandleOfPlayerPed[NUMPLAYERS];
#endif

@@ -90,7 +90,11 @@ CFire::ProcessFire(void)
}
}
}
if (!FindPlayerVehicle() && !FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
if (!FindPlayerVehicle() &&
#ifdef FIX_BUGS
FindPlayerPed() &&
#endif
!FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
&& ((FindPlayerPed()->GetPosition() - m_vecPos).MagnitudeSqr() < 2.0f)) {
FindPlayerPed()->DoStuffToGoOnFire();
gFireManager.StartFire(FindPlayerPed(), m_pSource, 0.8f, 1);
@@ -2990,9 +2990,15 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
}

if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
#ifdef FIX_BUGS
if (!veh->IsDoorMissing(door))
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
PedSetOutCarCB(nil, ped);
return;
#else
if (!veh->IsDoorMissing(door))
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
#endif
} else {
switch (door) {
case DOOR_FRONT_LEFT:

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