@@ -6748,47 +6748,49 @@ bool CClientGame::TriggerBrowserRequestResultEvent(const std::unordered_set<SStr
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return GetRootEntity ()->CallEvent (" onClientBrowserWhitelistChange" , Arguments, false );
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}
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- bool CClientGame::RestreamModel (unsigned short usModel )
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+ bool CClientGame::RestreamModel (const std:: uint16_t model )
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{
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// Is this a vehicle ID?
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- if (CClientVehicleManager::IsValidModel (usModel ))
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+ if (CClientVehicleManager::IsValidModel (model ))
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{
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// Stream the vehicles of that model out so we have no
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// loaded when we do the restore. The streamer will
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// eventually stream them back in with async loading.
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- m_pManager->GetVehicleManager ()->RestreamVehicles (usModel );
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+ m_pManager->GetVehicleManager ()->RestreamVehicles (model );
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}
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// Is this an object ID?
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- else if (CClientObjectManager::IsValidModel (usModel ))
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+ else if (CClientObjectManager::IsValidModel (model ))
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{
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- if (CClientPedManager::IsValidWeaponModel (usModel ))
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+ if (CClientPedManager::IsValidWeaponModel (model ))
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{
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// Stream the weapon of that model out so we have no
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// loaded when we do the restore. The streamer will
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// eventually stream them back in with async loading.
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- m_pManager->GetPedManager ()->RestreamWeapon (usModel );
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- m_pManager->GetPickupManager ()->RestreamPickups (usModel );
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+ m_pManager->GetPedManager ()->RestreamWeapon (model );
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+ m_pManager->GetPickupManager ()->RestreamPickups (model );
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}
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// Stream the objects of that model out so we have no
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// loaded when we do the restore. The streamer will
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// eventually stream them back in with async loading.
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- m_pManager->GetObjectManager ()->RestreamObjects (usModel );
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- g_pGame->GetModelInfo (usModel )->RestreamIPL ();
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+ m_pManager->GetObjectManager ()->RestreamObjects (model );
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+ g_pGame->GetModelInfo (model )->RestreamIPL ();
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}
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// Is this an ped ID?
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- else if (CClientPlayerManager::IsValidModel (usModel ))
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+ else if (CClientPlayerManager::IsValidModel (model ))
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{
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// Stream the ped of that model out so we have no
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// loaded when we do the restore. The streamer will
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// eventually stream them back in with async loading.
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- m_pManager->GetPedManager ()->RestreamPeds (usModel );
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+ m_pManager->GetPedManager ()->RestreamPeds (model );
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}
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else
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// 'Restream' upgrades after model replacement to propagate visual changes with immediate effect
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- if (CClientObjectManager::IsValidModel (usModel) && CVehicleUpgrades::IsUpgrade (usModel))
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- m_pManager->GetVehicleManager ()->RestreamVehicleUpgrades (usModel);
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+ if (CClientObjectManager::IsValidModel (model) && CVehicleUpgrades::IsUpgrade (model))
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+ m_pManager->GetVehicleManager ()->RestreamVehicleUpgrades (model);
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+
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+ return true ;
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}
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void CClientGame::RestreamWorld ()
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