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- always do CalcInGameCutsceneSize (avoid crash when replay is loaded if mission cutscenes are present)
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@ -427,7 +427,7 @@ void ComputeCarLightingLevels(CAR_DATA* cp, char detail)
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norms = (SVECTOR*)model->point_normals;
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norms = (SVECTOR*)model->point_normals;
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ppads = gTempCarVertDump[cp->id];
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ppads = gTempCarVertDump[cp->id];
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count = num_norms + 1;
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count = num_norms;// +1;
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while (count >= 0)
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while (count >= 0)
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{
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{
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@ -47,9 +47,12 @@ void InitPadRecording(void)
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{
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{
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char *bufferEnd;
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char *bufferEnd;
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int remain;
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int remain, cutsSize;
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int i;
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int i;
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// initialize chases
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cutsSize = CalcInGameCutsceneSize();
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gOutOfTape = 0;
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gOutOfTape = 0;
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if (gLoadedReplay == 0 &&
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if (gLoadedReplay == 0 &&
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@ -72,7 +75,7 @@ void InitPadRecording(void)
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// FIXME: is that correct?
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// FIXME: is that correct?
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bufferEnd = replayptr-13380;
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bufferEnd = replayptr-13380;
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remain = (u_int)ReplayStart - (u_int)bufferEnd - CalcInGameCutsceneSize();
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remain = (u_int)ReplayStart - (u_int)bufferEnd - cutsSize;
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for (i = 0; i < NumPlayers; i++)
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for (i = 0; i < NumPlayers; i++)
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{
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{
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