Fixed shaking after collecting bubble gum (caused by restoring item state
after restorint kart state - during item state restoration items can be 'collected', which overwrites kart states values that just had been restored).
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@@ -1488,7 +1488,7 @@ void Kart::update(int ticks)
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"v(16-18) %f %f %f steerf(20) %f maxangle(22) %f speed(24) %f "
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"steering(26-27) %f %f clock(29) %lf skidstate(31) %d factor(33) %f "
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"maxspeed(35) %f engf(37) %f braketick(39) %d brakes(41) %d heading(43) %f "
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"noderot(45) %f suslen %f",
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"bubticks(45) %d bubtor(47) %f",
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getIdent().c_str(),
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World::getWorld()->getTime(), World::getWorld()->getTicksSinceStart(),
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getXYZ().getX(), getXYZ().getY(), getXYZ().getZ(),
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@@ -1509,8 +1509,8 @@ void Kart::update(int ticks)
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m_brake_ticks, //39
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m_controls.getButtonsCompressed(), //41
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getHeading(), //43
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m_node->getAbsoluteTransformation().getRotationDegrees().Y, //45
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m_vehicle->getWheelInfo(0).m_raycastInfo.m_suspensionLength
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m_bubblegum_ticks, // 45
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m_bubblegum_torque // 47
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);
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#endif
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// After the physics step was done, the position of the wheels (as stored
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@@ -154,8 +154,27 @@ void RewindManager::saveState()
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m_overall_state_size = 0;
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std::vector<std::string> rewinder_using;
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// We must save the item state first (so that it is restored first),
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// otherwise state updates for a kart could be overwritten by
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// e.g. simulating the item collection later (which resets bubblegum
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// counter).
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BareNetworkString* buffer = NULL;
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if(auto r = m_all_rewinder["N"].lock())
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buffer = r->saveState(&rewinder_using);
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if (buffer)
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{
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m_overall_state_size += buffer->size();
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gp->addState(buffer);
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}
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delete buffer; // buffer can be freed
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for (auto& p : m_all_rewinder)
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{
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// The Network ItemManager was saved first before this loop,
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// so skip it here.
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if(p.first=="N") continue;
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// TODO: check if it's worth passing in a sufficiently large buffer from
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// GameProtocol - this would save the copy operation.
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BareNetworkString* buffer = NULL;
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