Pass ooslog-activate flag on construction

This deduplicates the activation logic and removes the only
`m_EnableOOSLog` mutation.
This commit is contained in:
phosit
2025-10-15 10:58:33 +02:00
parent 0fe18e1d84
commit 10afb7d856
5 changed files with 13 additions and 23 deletions
+1 -3
View File
@@ -249,13 +249,11 @@ void CReplayPlayer::Replay(const bool serializationtest, const int rejointesttur
MountMods(Paths(g_CmdLineArgs), g_Mods.GetEnabledMods());
}
g_Game = new CGame(false);
g_Game = new CGame(false, ooslog);
if (serializationtest)
g_Game->GetSimulation2()->EnableSerializationTest();
if (rejointestturn >= 0)
g_Game->GetSimulation2()->EnableRejoinTest(rejointestturn);
if (ooslog)
g_Game->GetSimulation2()->EnableOOSLog();
ScriptRequest rq(g_Game->GetSimulation2()->GetScriptInterface());
JS::RootedValue attribs(rq.cx);