Fixed comments.
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c54caf3e03
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7a9d283f43
@ -62,7 +62,7 @@ int KartRewinder::getState(char **buffer) const
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} // getState
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// ----------------------------------------------------------------------------
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/** Actuall rewind to the specified state. */
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/** Actually rewind to the specified state. */
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void KartRewinder::rewindToState(char *buffer)
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{
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btTransform t;
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@ -54,7 +54,7 @@ RewindManager::RewindInfo::RewindInfo(Rewinder *rewinder, char *buffer,
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bool is_event, bool is_confirmed)
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{
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m_rewinder = rewinder;
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m_time = RewindManager::get()->getCurrentTime();;
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m_time = RewindManager::get()->getCurrentTime();
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m_time_step = RewindManager::get()->getCurrentTimeStep();
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m_local_physics_time = World::getWorld()->getPhysics()->getPhysicsWorld()->getLocalTime();
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m_buffer = buffer;
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@ -290,7 +290,7 @@ void RewindManager::rewindTo(float rewind_time)
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if(!m_rewind_info[state]->isState())
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{
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Log::error("RewindManager", "No state for rewind to %d, state %d.",
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Log::error("RewindManager", "No state for rewind to %f, state %d.",
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rewind_time, state);
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return;
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}
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@ -34,9 +34,9 @@
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* on this client, which can save time in rewinding later).
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* - events for each rewindable object (for example any change in the kart
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* controls, like steering, fire, ... are an event). While states can be
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* discarded (especially unconfirmed ones), e.g. to save spave, events
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* discarded (especially unconfirmed ones), e.g. to save space, events
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* will always be kept (in order to allow replaying).
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* Each object that is to be rewinded an instance of Rewinder needs to be
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* For each object that is to be rewinded an instance of Rewinder needs to be
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* declared (usually inside of the object it can rewind). This instance
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* is automatically registered with the RewindManager.
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* All states and events are stored in a RewindInfo object. All RewindInfo
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