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-rw-r--r--src/control/Replay.cpp20
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();