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author | Nikolay Korolev <nickvnuk@gmail.com> | 2020-05-05 13:40:56 +0200 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2020-05-05 13:40:56 +0200 |
commit | ee261c996b6864ad65f086d97cdb47469c10a651 (patch) | |
tree | f594437503cd2ef4116e9b8c8b6560b970c77541 /src/save | |
parent | CAutoPilot + CCarAI + fixes (diff) | |
parent | SetPosition, final part (diff) | |
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Diffstat (limited to 'src/save')
-rw-r--r-- | src/save/GenericGameStorage.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/src/save/GenericGameStorage.cpp b/src/save/GenericGameStorage.cpp index df34b3b5..bb074042 100644 --- a/src/save/GenericGameStorage.cpp +++ b/src/save/GenericGameStorage.cpp @@ -255,9 +255,9 @@ GenericLoad() buf = (work_buff + 0x40); ReadDataFromBufferPointer(buf, saveSize); ReadDataFromBufferPointer(buf, CGame::currLevel); - ReadDataFromBufferPointer(buf, TheCamera.GetPosition().x); - ReadDataFromBufferPointer(buf, TheCamera.GetPosition().y); - ReadDataFromBufferPointer(buf, TheCamera.GetPosition().z); + ReadDataFromBufferPointer(buf, TheCamera.GetMatrix().GetPosition().x); + ReadDataFromBufferPointer(buf, TheCamera.GetMatrix().GetPosition().y); + ReadDataFromBufferPointer(buf, TheCamera.GetMatrix().GetPosition().z); ReadDataFromBufferPointer(buf, CClock::ms_nMillisecondsPerGameMinute); ReadDataFromBufferPointer(buf, CClock::ms_nLastClockTick); ReadDataFromBufferPointer(buf, CClock::ms_nGameClockHours); @@ -538,9 +538,9 @@ RestoreForStartLoad() } else { uint8 *_buf = buf + sizeof(int32) + sizeof(wchar[24]) + sizeof(SYSTEMTIME) + sizeof(SIZE_OF_ONE_GAME_IN_BYTES); ReadDataFromBufferPointer(_buf, CGame::currLevel); - ReadDataFromBufferPointer(_buf, TheCamera.GetPosition().x); - ReadDataFromBufferPointer(_buf, TheCamera.GetPosition().y); - ReadDataFromBufferPointer(_buf, TheCamera.GetPosition().z); + ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().x); + ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().y); + ReadDataFromBufferPointer(_buf, TheCamera.GetMatrix().GetPosition().z); CStreaming::RemoveUnusedBigBuildings(CGame::currLevel); CStreaming::RemoveUnusedBuildings(CGame::currLevel); CCollision::SortOutCollisionAfterLoad(); |