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-rw-r--r--src/core/Camera.cpp2
-rw-r--r--src/core/PlayerInfo.cpp4
-rw-r--r--src/core/config.h6
-rw-r--r--src/core/main.cpp4
4 files changed, 12 insertions, 4 deletions
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index d245bb5a..992c7d74 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -2353,7 +2353,7 @@ CCamera::StartTransition(int16 newMode)
while(deltaBeta < -PI) deltaBeta += 2*PI;
deltaBeta = Abs(deltaBeta);
- door = FindPlayerPed()->m_vehEnterType;
+ door = FindPlayerPed()->m_vehDoor;
if(deltaBeta > HALFPI){
if(((CPed*)pTargetEntity)->m_carInObjective){
if(((CPed*)pTargetEntity)->m_carInObjective->IsUpsideDown()){
diff --git a/src/core/PlayerInfo.cpp b/src/core/PlayerInfo.cpp
index 7289175d..f0f3e2c6 100644
--- a/src/core/PlayerInfo.cpp
+++ b/src/core/PlayerInfo.cpp
@@ -390,8 +390,8 @@ CPlayerInfo::Process(void)
m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
} else if (carBelow->IsBoat()) {
if (!carBelow->pDriver) {
- m_pPed->m_vehEnterType = 0;
- m_pPed->SetEnterCar(carBelow, m_pPed->m_vehEnterType);
+ m_pPed->m_vehDoor = 0;
+ m_pPed->SetEnterCar(carBelow, m_pPed->m_vehDoor);
}
} else {
m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carBelow);
diff --git a/src/core/config.h b/src/core/config.h
index 225863f3..58bc9ffd 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -240,12 +240,16 @@ enum Config {
# define TIMEBARS // print debug timers
#endif
-#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
+#define FIX_BUGS // fixes bugs that we've came across during reversing. You can undefine this only on release builds.
//#define MORE_LANGUAGES // Add more translations to the game
#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
#define FIX_HIGH_FPS_BUGS_ON_FRONTEND
+#if defined(__LP64__) || defined(_WIN64)
+#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
+#endif
+
// Just debug menu entries
#ifdef DEBUGMENU
#define RELOADABLES // some debug menu options to reload TXD files
diff --git a/src/core/main.cpp b/src/core/main.cpp
index c516cd84..4e94c202 100644
--- a/src/core/main.cpp
+++ b/src/core/main.cpp
@@ -1426,11 +1426,13 @@ Idle(void *arg)
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
+ PUSH_MEMID(MEMID_GAME_PROCESS);
CPointLights::InitPerFrame();
tbStartTimer(0, "CGame::Process");
CGame::Process();
tbEndTimer("CGame::Process");
+ POP_MEMID();
tbStartTimer(0, "DMAudio.Service");
DMAudio.Service();
@@ -1452,6 +1454,8 @@ Idle(void *arg)
if(arg == nil)
return;
+ PUSH_MEMID(MEMID_RENDER);
+
if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
{
// This is from SA, but it's nice for windowed mode