Fixed loop structure (which only worked with a single kart *blush*).
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@ -164,35 +164,35 @@ float History::updateReplayAndGetDT(float world_time, float dt)
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world->reset();
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#endif
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}
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unsigned int num_karts = world->getNumKarts();
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for (unsigned k = 0; k < num_karts; k++)
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if (m_replay_mode == HISTORY_POSITION)
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{
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AbstractKart *kart = world->getKart(k);
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unsigned int index = m_current*num_karts + k;
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if (m_replay_mode == HISTORY_POSITION)
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unsigned int num_karts = world->getNumKarts();
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for (unsigned k = 0; k < num_karts; k++)
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{
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AbstractKart *kart = world->getKart(k);
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unsigned int index = m_current*num_karts + k;
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kart->setXYZ(m_all_xyz[index]);
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kart->setRotation(m_all_rotations[index]);
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}
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else // HISTORY_PHYSICS
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}
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else // HISTORY_PHYSICS
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{
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while (m_event_index < m_all_input_events.size() &&
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m_all_input_events[m_event_index].m_index == m_current)
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{
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while (m_event_index < m_all_input_events.size() &&
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m_all_input_events[m_event_index].m_index == m_current)
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{
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const InputEvent &ie = m_all_input_events[m_event_index];
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AbstractKart *kart = world->getKart(ie.m_kart_index);
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Log::verbose("history", "time %f action %d %d",
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world->getTime(), ie.m_action, ie.m_value);
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kart->getController()->action(ie.m_action, ie.m_value);
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m_event_index++;
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}
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//kart->getControls().set(m_all_controls[index]);
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const InputEvent &ie = m_all_input_events[m_event_index];
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AbstractKart *kart = world->getKart(ie.m_kart_index);
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Log::verbose("history", "time %f action %d %d",
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world->getTime(), ie.m_action, ie.m_value);
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kart->getController()->action(ie.m_action, ie.m_value);
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m_event_index++;
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}
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} // for k < num_karts
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m_history_time += m_all_deltas[m_current];
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//kart->getControls().set(m_all_controls[index]);
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} // if HISTORY_PHYSICS
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if (World::getWorld()->isRacePhase())
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m_history_time += m_all_deltas[m_current];
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// If this is not networked, exit the loop after one iteration
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// and return the new dt
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