dep/ggpo-x: Include frame to load in callback
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@ -229,7 +229,7 @@ typedef struct {
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* should make the current game state match the state contained in the
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* buffer.
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*/
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bool (__cdecl *load_game_state)(void* context, unsigned char *buffer, int len, int framesToRollback);
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bool (__cdecl *load_game_state)(void* context, unsigned char* buffer, int len, int framesToRollback, int frameToLoad);
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/*
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* log_game_state - Used in diagnostic testing. The client should use
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@ -187,7 +187,7 @@ Sync::LoadFrame(int frame, int framesToRollback)
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state->frame, state->cbuf, state->checksum);
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ASSERT(state->buf && state->cbuf);
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_callbacks.load_game_state(_callbacks.context, state->buf, state->cbuf, framesToRollback);
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_callbacks.load_game_state(_callbacks.context, state->buf, state->cbuf, framesToRollback, state->frame);
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// Reset framecount and the head of the state ring-buffer to point in
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// advance of the current frame (as if we had just finished executing it).
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