Fix bug, add input display

This commit is contained in:
Miloslav Ciz 2025-05-28 22:05:50 +02:00
parent 19a2aff2cc
commit 0bbbc26f2a
5 changed files with 41 additions and 11 deletions

View file

@ -134,6 +134,7 @@ struct
LCR_GameUnit carSpeeds[2]; /**< Signed speed in game units per tick (negative
if backwards) and its previous value. */
uint8_t currentInputs; ///< Current input state (from player or replay).
uint8_t groundMaterial; ///< Material currently under car wheels.
@ -251,8 +252,8 @@ void LCR_replayOutputStr(void (*printChar)(char))
the memory they point to will be filled with the map hash and name hash.
Returns 1 on success, else 0.
*/
int LCR_replayLoadFromStr(char (*nextChar)(void),
uint32_t *mapHash, uint16_t *nameHash)
int LCR_replayLoadFromStr(char (*nextChar)(void), uint32_t *mapHash,
uint16_t *nameHash)
{
char c;
@ -964,6 +965,7 @@ void LCR_racingRestart(uint8_t replay)
LCR_racing.carSpeeds[1] = 0;
LCR_racing.carDrifting = 0;
LCR_racing.crashState = 0;
LCR_racing.currentInputs = 0;
// make the car body:
TPE_makeCenterRectFull(LCR_racing.carJoints,
@ -1192,6 +1194,8 @@ uint32_t LCR_racingStep(unsigned int input)
LCR_replayRecordEvent(LCR_racing.tick,input);
}
LCR_racing.currentInputs = input;
carForw = TPE_vec3Normalized(TPE_vec3Plus(
TPE_vec3Minus(LCR_racing.carBody.joints[0].position,
LCR_racing.carBody.joints[2].position),