dep/ggpo-x: Include frame to load in callback

This commit is contained in:
Stenzek 2023-04-11 20:42:30 +10:00
parent 938981f899
commit 82436540f1
2 changed files with 2 additions and 2 deletions

View File

@ -229,7 +229,7 @@ typedef struct {
* should make the current game state match the state contained in the
* buffer.
*/
bool (__cdecl *load_game_state)(void* context, unsigned char *buffer, int len, int framesToRollback);
bool (__cdecl *load_game_state)(void* context, unsigned char* buffer, int len, int framesToRollback, int frameToLoad);
/*
* log_game_state - Used in diagnostic testing. The client should use

View File

@ -187,7 +187,7 @@ Sync::LoadFrame(int frame, int framesToRollback)
state->frame, state->cbuf, state->checksum);
ASSERT(state->buf && state->cbuf);
_callbacks.load_game_state(_callbacks.context, state->buf, state->cbuf, framesToRollback);
_callbacks.load_game_state(_callbacks.context, state->buf, state->cbuf, framesToRollback, state->frame);
// Reset framecount and the head of the state ring-buffer to point in
// advance of the current frame (as if we had just finished executing it).