Changes enum eCarNodes to start at 0 so that NUM_CAR_NODES is correct. Since the enum started at 1, NUM_CAR_NODES was 1 greater than it should be.
Lead to errors when running this line in Automobile.cpp
CAutomobile::SetupModelNodes(void)
{
int i;
for(i = 0; i < NUM_CAR_NODES; i++)
m_aCarNodes[i] = nil;
CClumpModelInfo::FillFrameArray(GetClump(), m_aCarNodes);
}
As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are completely reversed code from original binaries.
We don't accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
We accept only these kinds of PRs;
A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
Game, UI or UX bug fixes (if it's a fix to R* code, it should be behind FIX_BUGS)
Platform-specific and/or unused code that's not been reversed yet
Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
A new cross-platform skeleton/compatibility layer, or improvements to them
Translation fixes, for languages R* supported/outsourced
Changes enum eCarNodes to start at 0 so that NUM_CAR_NODES is correct. Since the enum started at 1, NUM_CAR_NODES was 1 greater than it should be. Lead to errors when running this line in Automobile.cpp CAutomobile::SetupModelNodes(void) { int i; for(i = 0; i < NUM_CAR_NODES; i++) m_aCarNodes[i] = nil; CClumpModelInfo::FillFrameArray(GetClump(), m_aCarNodes); }
As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are completely reversed code from original binaries.
We don't accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
We accept only these kinds of PRs;