Restore Original Scene Command Object List Behaviour (MacReady) (#3827)
* Restore Original Scene_CommandObjectList Behaviour * remove some vrom stuff * add some comments
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@@ -1219,8 +1219,7 @@ void Actor_Init(Actor* actor, PlayState* play) {
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CollisionCheck_InitInfo(&actor->colChkInfo);
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actor->floorBgId = BGCHECK_SCENE;
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ActorShape_Init(&actor->shape, 0.0f, NULL, 0.0f);
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//if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex))
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{
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if (Object_IsLoaded(&play->objectCtx, actor->objBankIndex)) {
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//Actor_SetObjectDependency(play, actor);
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actor->init(actor, play);
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actor->init = NULL;
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@@ -3129,6 +3128,9 @@ void Actor_FreeOverlay(ActorDBEntry* dbEntry) {
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osSyncPrintf(VT_RST);
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}
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// SoH: Flag to check if actors are being spawned from the actor entry list
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// This flag is checked against to allow actors which dont have an objectBankIndex in the objectCtx slot/status array to spawn
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// An example of what this fixes, is that it allows hookshot to be used as child
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int gMapLoading = 0;
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Actor* Actor_Spawn(ActorContext* actorCtx, PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ,
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@@ -83,9 +83,10 @@ void Object_UpdateBank(ObjectContext* objectCtx) {
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RomFile* objectFile;
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size_t size;
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/*
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for (i = 0; i < objectCtx->num; i++) {
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if (status->id < 0) {
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/*
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if (status->dmaRequest.vromAddr == 0) {
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osCreateMesgQueue(&status->loadQueue, &status->loadMsg, 1);
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objectFile = &gObjectTable[-status->id];
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@@ -96,10 +97,12 @@ void Object_UpdateBank(ObjectContext* objectCtx) {
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} else if (!osRecvMesg(&status->loadQueue, NULL, OS_MESG_NOBLOCK)) {
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status->id = -status->id;
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}
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*/
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status->id = -status->id;
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}
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status++;
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}
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*/
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}
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s32 Object_GetIndex(ObjectContext* objectCtx, s16 objectId) {
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