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Widen Vehicle::update_flags to 32 bits (#19340)
* Expand update_flags to uint32 * move IsCrashedVehicle to update_flags * rename update_flags to Flags * Update replays --------- Co-authored-by: duncanspumpkin <duncans_pumpkin@hotmail.co.uk>
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@@ -404,7 +404,7 @@ struct GameStateSnapshots final : public IGameStateSnapshots
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COMPARE_FIELD(Vehicle, next_vehicle_on_ride);
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COMPARE_FIELD(Vehicle, var_44);
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COMPARE_FIELD(Vehicle, mass);
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COMPARE_FIELD(Vehicle, update_flags);
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COMPARE_FIELD(Vehicle, Flags);
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COMPARE_FIELD(Vehicle, SwingSprite);
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COMPARE_FIELD(Vehicle, current_station);
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COMPARE_FIELD(Vehicle, SwingPosition);
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@@ -455,7 +455,6 @@ struct GameStateSnapshots final : public IGameStateSnapshots
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COMPARE_FIELD(Vehicle, target_seat_rotation);
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COMPARE_FIELD(Vehicle, BoatLocation.x);
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COMPARE_FIELD(Vehicle, BoatLocation.y);
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COMPARE_FIELD(Vehicle, IsCrashedVehicle);
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}
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void CompareSpriteDataLitter(const Litter& spriteBase, const Litter& spriteCmp, GameStateSpriteChange& changeData) const
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