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Fix rewind previews not showing for player 1
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parent
334056a77d
commit
68ad2a9932
1 changed files with 8 additions and 6 deletions
14
src/g_game.c
14
src/g_game.c
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@ -5941,7 +5941,8 @@ void G_StoreRewindInfo(void)
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void G_PreviewRewind(tic_t previewtime)
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void G_PreviewRewind(tic_t previewtime)
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{
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{
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size_t i, j;
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SINT8 i;
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size_t j;
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fixed_t tweenvalue = 0;
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fixed_t tweenvalue = 0;
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rewindinfo_t *info = rewindhead, *next_info = rewindhead;
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rewindinfo_t *info = rewindhead, *next_info = rewindhead;
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@ -6001,13 +6002,14 @@ void G_PreviewRewind(tic_t previewtime)
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players[i].kartstuff[j] = info->playerinfo[i].player.kartstuff[j];
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players[i].kartstuff[j] = info->playerinfo[i].player.kartstuff[j];
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}
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}
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for (i = splitscreen+1; i > 0; i--)
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for (i = splitscreen; i >= 0; i--)
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P_ResetCamera(&players[displayplayers[i]], &camera[i]);
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P_ResetCamera(&players[displayplayers[i]], &camera[i]);
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}
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}
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void G_ConfirmRewind(tic_t rewindtime)
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void G_ConfirmRewind(tic_t rewindtime)
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{
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{
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tic_t i;
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SINT8 i;
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tic_t j;
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boolean oldmenuactive = menuactive, oldsounddisabled = sound_disabled;
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boolean oldmenuactive = menuactive, oldsounddisabled = sound_disabled;
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INT32 olddp1 = displayplayers[0], olddp2 = displayplayers[1], olddp3 = displayplayers[2], olddp4 = displayplayers[3];
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INT32 olddp1 = displayplayers[0], olddp2 = displayplayers[1], olddp3 = displayplayers[2], olddp4 = displayplayers[3];
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@ -6027,10 +6029,10 @@ void G_ConfirmRewind(tic_t rewindtime)
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G_DoPlayDemo(NULL); // Restart the current demo
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G_DoPlayDemo(NULL); // Restart the current demo
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for (i = 0; i < rewindtime && leveltime < rewindtime; i++)
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for (j = 0; j < rewindtime && leveltime < rewindtime; i++)
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{
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{
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//TryRunTics(1);
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//TryRunTics(1);
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G_Ticker((i % NEWTICRATERATIO) == 0);
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G_Ticker((j % NEWTICRATERATIO) == 0);
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}
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}
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demo.rewinding = false;
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demo.rewinding = false;
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@ -6049,7 +6051,7 @@ void G_ConfirmRewind(tic_t rewindtime)
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R_ExecuteSetViewSize();
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R_ExecuteSetViewSize();
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G_ResetViews();
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G_ResetViews();
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for (i = splitscreen+1; i > 0; i--)
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for (i = splitscreen; i >= 0; i--)
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P_ResetCamera(&players[displayplayers[i]], &camera[i]);
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P_ResetCamera(&players[displayplayers[i]], &camera[i]);
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}
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}
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