diff --git a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp index 0567d4b1a98..5044d6a5f97 100644 --- a/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp +++ b/GeneralsMD/Code/GameEngine/Source/GameLogic/System/GameLogic.cpp @@ -3868,12 +3868,12 @@ void GameLogic::update(void) // would be getting the CRC anyway, so replays can get the CRCs from the exact instant in time as the original. Bool isMPGameOrReplay = (TheRecorder && TheRecorder->isMultiplayer() && getGameMode() != GAME_SHELL && getGameMode() != GAME_NONE); Bool isSoloGameOrReplay = (TheRecorder && !TheRecorder->isMultiplayer() && getGameMode() != GAME_SHELL && getGameMode() != GAME_NONE); - Bool generateForMP = (isMPGameOrReplay && (m_frame % TheGameInfo->getCRCInterval()) == 0); + Bool generateForMP = (isMPGameOrReplay && m_frame > 0 && (m_frame % TheGameInfo->getCRCInterval()) == 0); #ifdef DEBUG_CRC Bool generateForSolo = isSoloGameOrReplay && ((m_frame && (m_frame % 100 == 0)) || (getFrame() >= TheCRCFirstFrameToLog && getFrame() < TheCRCLastFrameToLog && ((m_frame % REPLAY_CRC_INTERVAL) == 0))); #else - Bool generateForSolo = isSoloGameOrReplay && ((m_frame % REPLAY_CRC_INTERVAL) == 0); + Bool generateForSolo = isSoloGameOrReplay && m_frame > 0 && ((m_frame % REPLAY_CRC_INTERVAL) == 0); #endif // DEBUG_CRC if (generateForSolo || generateForMP)