bfi load/save fix from David.
Added an initial freeze on startup so that we can try to avoid bouncing the plane on it's back during the very low frame rate / scenery loading startup conditions.
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68d96bfcb1
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2 changed files with 17 additions and 10 deletions
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@ -250,15 +250,15 @@ FGBFI::reinit ()
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cout << "BFI: start reinit\n";
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setHeading(getHeading());
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setPitch(getPitch());
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setRoll(getRoll());
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setSpeedNorth(getSpeedNorth());
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setSpeedEast(getSpeedEast());
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setSpeedDown(getSpeedDown());
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setLatitude(getLatitude());
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setLongitude(getLongitude());
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setAltitude(getAltitude());
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// setHeading(getHeading());
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// setPitch(getPitch());
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// setRoll(getRoll());
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// setSpeedNorth(getSpeedNorth());
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// setSpeedEast(getSpeedEast());
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// setSpeedDown(getSpeedDown());
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// setLatitude(getLatitude());
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// setLongitude(getLongitude());
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// setAltitude(getAltitude());
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// TODO: add more AP stuff
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double elevator = getElevator();
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@ -130,6 +130,9 @@ FGGeneral general;
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static int idle_state = 0;
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static int global_multi_loop;
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// attempt to avoid a large bounce at startup
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static bool initial_freeze = true;
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// Another hack
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int use_signals = 0;
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@ -617,7 +620,7 @@ void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
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multi_loop = 1;
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}
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if ( !globals->get_freeze() ) {
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if ( !globals->get_freeze() && !initial_freeze ) {
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// run Autopilot system
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current_autopilot->run();
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@ -633,6 +636,10 @@ void fgUpdateTimeDepCalcs(int multi_loop, int remainder) {
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// fdm_state, 0, remainder );
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cur_fdm_state->update( 0 );
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FGSteam::update( 0 );
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if ( global_tile_mgr.queue_size() == 0 ) {
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initial_freeze = false;
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}
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}
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fdm_list.push_back( *cur_fdm_state );
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