rem refs
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@@ -10,11 +10,11 @@
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#include "VehicleModelInfo.h"
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#include "World.h"
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uint16 &CRecordDataForGame::RecordingState = *(uint16*)0x95CC24;
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uint8*& CRecordDataForGame::pDataBuffer = *(uint8**)0x8F1B70;
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uint8*& CRecordDataForGame::pDataBufferPointer = *(uint8**)0x8F1AB0;
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int& CRecordDataForGame::FId = *(int*)0x885BA4;
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tGameBuffer& CRecordDataForGame::pDataBufferForFrame = *(tGameBuffer*)0x72CED0;
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uint16 CRecordDataForGame::RecordingState;
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uint8* CRecordDataForGame::pDataBuffer;
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uint8* CRecordDataForGame::pDataBufferPointer;
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int CRecordDataForGame::FId;
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tGameBuffer CRecordDataForGame::pDataBufferForFrame;
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#define MEMORY_FOR_GAME_RECORD (150000)
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@@ -176,15 +176,15 @@ uint16 CRecordDataForGame::CalcGameChecksum(void)
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return checksum ^ checksum >> 16;
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}
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uint8& CRecordDataForChase::Status = *(uint8*)0x95CDCE;
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int& CRecordDataForChase::PositionChanges = *(int*)0x8F59C8;
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uint8& CRecordDataForChase::CurrentCar = *(uint8*)0x95CDC9;
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CAutomobile* (&CRecordDataForChase::pChaseCars)[NUM_CHASE_CARS] = *(CAutomobile * (*)[NUM_CHASE_CARS])*(uintptr*)0x6F46A8;
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uint32& CRecordDataForChase::AnimStartTime = *(uint32*)0x8F1AEC;
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float& CRecordDataForChase::AnimTime = *(float*)0x880F88;
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CCarStateEachFrame* (&CRecordDataForChase::pBaseMemForCar)[NUM_CHASE_CARS] = *(CCarStateEachFrame * (*)[NUM_CHASE_CARS])*(uintptr*)0x70EA18;
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float& CRecordDataForChase::TimeMultiplier = *(float*)0x8E2A94;
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int& CRecordDataForChase::FId2 = *(int*)0x8E2C18;
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uint8 CRecordDataForChase::Status;
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int CRecordDataForChase::PositionChanges;
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uint8 CRecordDataForChase::CurrentCar;
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CAutomobile* CRecordDataForChase::pChaseCars[NUM_CHASE_CARS];
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uint32 CRecordDataForChase::AnimStartTime;
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float CRecordDataForChase::AnimTime;
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CCarStateEachFrame* CRecordDataForChase::pBaseMemForCar[NUM_CHASE_CARS];
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float CRecordDataForChase::TimeMultiplier;
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int CRecordDataForChase::FId2;
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#define CHASE_SCENE_LENGTH_IN_SECONDS (80)
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#define CHASE_SCENE_FRAMES_PER_SECOND (15) // skipping every second frame
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