diff options
Diffstat (limited to '')
-rw-r--r-- | src/control/Replay.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/control/Replay.cpp b/src/control/Replay.cpp index da350660..707f1d87 100644 --- a/src/control/Replay.cpp +++ b/src/control/Replay.cpp @@ -850,7 +850,7 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo else{ new_v = new(vp->index << 8) CAutomobile(mi, 2); } - new_v->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER; + new_v->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER); vp->matrix.DecompressIntoFullMatrix(new_v->GetMatrix()); new_v->m_currentColour1 = vp->primary_color; new_v->m_currentColour2 = vp->secondary_color; @@ -870,7 +870,7 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo } else { CPed* new_p = new(ph->index << 8) CCivilianPed((ePedType)ph->pedtype, ph->mi); - new_p->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER; + new_p->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER); new_p->GetMatrix().SetUnity(); CWorld::Add(new_p); } @@ -900,10 +900,10 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo TheCamera.GetMatrix().GetPosition() *= split; TheCamera.GetMatrix() += CMatrix(interpolation) * pg->camera_pos; RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)); - pm->pos = *(RwV3d*)TheCamera.GetPosition(); - pm->at = *(RwV3d*)TheCamera.GetForward(); - pm->up = *(RwV3d*)TheCamera.GetUp(); - pm->right = *(RwV3d*)TheCamera.GetRight(); + pm->pos = TheCamera.GetPosition(); + pm->at = TheCamera.GetForward(); + pm->up = TheCamera.GetUp(); + pm->right = TheCamera.GetRight(); CameraFocusX = split * CameraFocusX + interpolation * pg->player_pos.x; CameraFocusY = split * CameraFocusY + interpolation * pg->player_pos.y; CameraFocusZ = split * CameraFocusZ + interpolation * pg->player_pos.z; @@ -987,7 +987,7 @@ void CReplay::FinishPlayback(void) Mode = MODE_RECORD; if (bDoLoadSceneWhenDone){ CVector v_ls(LoadSceneX, LoadSceneY, LoadSceneZ); - CGame::currLevel = CTheZones::GetLevelFromPosition(v_ls); + CGame::currLevel = CTheZones::GetLevelFromPosition(&v_ls); CCollision::SortOutCollisionAfterLoad(); CStreaming::LoadScene(v_ls); } @@ -1020,7 +1020,7 @@ void CReplay::ProcessReplayCamera(void) switch (CameraMode) { case REPLAYCAMMODE_TOPDOWN: { - TheCamera.GetPosition() = CVector(CameraFocusX, CameraFocusY, CameraFocusZ + 15.0f); + TheCamera.SetPosition(CameraFocusX, CameraFocusY, CameraFocusZ + 15.0f); TheCamera.GetForward() = CVector(0.0f, 0.0f, -1.0f); TheCamera.GetUp() = CVector(0.0f, 1.0f, 0.0f); TheCamera.GetRight() = CVector(1.0f, 0.0f, 0.0f); @@ -1101,7 +1101,7 @@ void CReplay::TriggerPlayback(uint8 cam_mode, float cam_x, float cam_y, float ca LoadSceneZ = TheCamera.GetPosition().z; CVector ff_coord; FindFirstFocusCoordinate(&ff_coord); - CGame::currLevel = CTheZones::GetLevelFromPosition(ff_coord); + CGame::currLevel = CTheZones::GetLevelFromPosition(&ff_coord); CCollision::SortOutCollisionAfterLoad(); CStreaming::LoadScene(ff_coord); } @@ -1539,7 +1539,7 @@ void CReplay::ProcessLookAroundCam(void) TheCamera.GetForward() = forward; TheCamera.GetUp() = up; TheCamera.GetRight() = right; - TheCamera.GetPosition() = camera_pt; + TheCamera.SetPosition(camera_pt); RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)); pm->pos = *(RwV3d*)&TheCamera.GetPosition(); pm->at = *(RwV3d*)&TheCamera.GetForward(); |