Add cvar multiplayer features no cut and equiv train in multiplayer

This commit is contained in:
MegaMech
2024-11-16 00:38:29 -07:00
parent e6565f23f8
commit 7cdf3daf71
7 changed files with 46 additions and 33 deletions
+3 -3
View File
@@ -12,8 +12,8 @@
#include "assets/bowsers_castle_data.h"
#include "assets/bowsers_castle_displaylists.h"
#include "engine/actors/ATree.h"
#include "engine/actors/ACloud.h"
#include "engine/vehicles/Train.h"
extern "C" {
#include "main.h"
@@ -265,8 +265,8 @@ void TestCourse::SpawnVehicles() {
gVehicle2DWaypointLength = 53;
D_80162EB0 = spawn_actor_on_surface(test_course_path2D[0].x, 2000.0f, test_course_path2D[0].z);
gWorldInstance.AddTrain(5, 2.5f, 0);
gWorldInstance.AddTrain(5, 2.5f, 8);
gWorldInstance.AddTrain(ATrain::TenderStatus::HAS_TENDER, 5, 2.5f, 0);
gWorldInstance.AddTrain(ATrain::TenderStatus::HAS_TENDER, 5, 2.5f, 8);
Vec3f pos = {0, 0, 0};