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Fix Unloading Gates (#397)
* Fix Unloading Gates - Fix CitS/Lakebed gates not loading if you don't restart the game between the different instances Comment should be upstreamed to decomp (+ daDsh_c brief should be changed from "Death Sword Shutter Gate" which isn't accurate) * Clarify Comment - Add details about GC/Wii vs TPHD
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@@ -215,7 +215,16 @@ int daDsh_c::create() {
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mType = getType();
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#ifdef TARGET_PC
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const char* l_resName[] = {l_arcName[mType], ""};
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#else
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// !@bug By making this static, it is only initialized the first time it runs
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// If gate types that use other arcs are loaded later (without reloading the code)
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// this array never gets updated and will load the incorrect arc
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// On GC/Wii, REL loading causes this to reset/reinitialize so the bug is avoided
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// but TPHD is all statically linked so daDsh_c::CreateHeap fails to get model data and the gate unloads
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static const char* l_resName[] = {l_arcName[mType], ""};
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#endif
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int phase = mResLoader.load(l_resName, NULL);
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if (phase == cPhs_COMPLEATE_e) {
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