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2 changes: 1 addition & 1 deletion src/CCallbackManager.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ std::vector<AMX *> CCallbackManager::m_vecAMX;
void CCallbackManager::RegisterAMX(AMX *pAMX)
{
// Add gamemode to the first position in vector
if (pNetGame && pNetGame->pGameModePool && &pNetGame->pGameModePool->m_amx == pAMX)
if (pNetGame && pNetGame->pGameModePool && &pNetGame->pGameModePool->amx == pAMX)
{
std::vector<AMX*>::iterator it = m_vecAMX.begin();
m_vecAMX.insert(it, pAMX);
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2 changes: 1 addition & 1 deletion src/CPlayerData.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -429,7 +429,7 @@ void RebuildSyncData(RakNet::BitStream *bsSync, WORD toplayerid)
WORD keys = p->vehicleSyncData.wKeys &= ~pPlayerData[playerid]->dwDisabledKeys;
bsSync->Write(keys);

bsSync->WriteNormQuat(p->vehicleSyncData.fQuaternionAngle, p->vehicleSyncData.vecQuaternion.fX, p->vehicleSyncData.vecQuaternion.fY, p->vehicleSyncData.vecQuaternion.fZ);
bsSync->WriteNormQuat(p->vehicleSyncData.fQuaternion[0], p->vehicleSyncData.fQuaternion[1], p->vehicleSyncData.fQuaternion[2], p->vehicleSyncData.fQuaternion[3]);
bsSync->Write((char*)&p->vehicleSyncData.vecPosition, sizeof(CVector));
bsSync->WriteVector(p->vehicleSyncData.vecVelocity.fX, p->vehicleSyncData.vecVelocity.fY, p->vehicleSyncData.vecVelocity.fZ);
bsSync->Write((WORD)p->vehicleSyncData.fHealth);
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7 changes: 3 additions & 4 deletions src/Structs.h
Original file line number Diff line number Diff line change
Expand Up @@ -113,8 +113,8 @@ struct CAimSyncData
CVector vecFront; // 1 - 13
CVector vecPosition; // 13 - 25
float fZAim; // 25 - 29
BYTE byteWeaponState : 6; // 29
BYTE byteCameraZoom : 2; // 29
BYTE byteCameraZoom : 6; // 29
BYTE byteWeaponState : 2; // 29
BYTE unk; // 30 - 31
WORD wCameraObject; // 31 - 33
WORD wCameraVehicle; // 33 - 35
Expand All @@ -129,8 +129,7 @@ struct CVehicleSyncData
WORD wUDAnalog; // 0x0021 - 0x0023
WORD wLRAnalog; // 0x0023 - 0x0025
WORD wKeys; // 0x0025 - 0x0027
float fQuaternionAngle; // 0x0027 - 0x002B
CVector vecQuaternion; // 0x002B - 0x0037
float fQuaternion[4]; // 0x0027 - 0x0037x
CVector vecPosition; // 0x0037 - 0x0043
CVector vecVelocity; // 0x0043 - 0x004F
float fHealth; // 0x004F - 0x0053
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