Fixes incorrect heat animation on replay cars.
Replay cars can appear to overheat in situations where they shouldn't:
- WarpAnchor — hitting a warp anchor normally broadcasts a cooldown event, which replay cars don't receive
- SetAbilitiesTrigger — trigger zones that set infinite cooldown use
GUtils.IsRelevantLocalCarinternally, which filters out replay cars
Two Harmony patches:
PlayerDataBase.OnEventWarpAnchorHit— Postfix broadcastsCooldown.DataforPlayerDataReplayinstancesSetAbilitiesTrigger.OnTriggerEnter— Postfix callsCarLogic.SetInfiniteCooldowndirectly on the replay car when the trigger hasinfiniteCooldown_ = true
Only heat/cooldown state in replay is affected. Any other abilities (enableFlying_, enableBoosting_, etc.) or the abilities for real cars/drivers are intentionally untouched.