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authorNikolay Korolev <nickvnuk@gmail.com>2020-05-05 13:40:56 +0200
committerNikolay Korolev <nickvnuk@gmail.com>2020-05-05 13:40:56 +0200
commitee261c996b6864ad65f086d97cdb47469c10a651 (patch)
treef594437503cd2ef4116e9b8c8b6560b970c77541 /src/save
parentCAutoPilot + CCarAI + fixes (diff)
parentSetPosition, final part (diff)
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Diffstat (limited to 'src/save')
-rw-r--r--src/save/GenericGameStorage.cpp12
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();