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https://github.com/TwilitRealm/dusklight
synced 2026-06-25 08:02:04 -04:00
Frame interp pacing/camera cuts, King Bulblin reins, and crash fixes
* misc fixes round 1 * kb1 fixes * fixes for encounter/ira
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@@ -215,15 +215,14 @@ 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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// !@bug Static-init only runs once, so slot 0 keeps the first mType's arc name forever.
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// GC/Wii dodges this via REL reload; TPHD is statically linked so later gates of a
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// different type load the wrong arc and CreateHeap fails. The storage must stay static
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// because mResLoader.load holds the pointer past create(), so we just overwrite slot 0
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// each call instead.
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static const char* l_resName[] = {l_arcName[mType], ""};
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#ifdef TARGET_PC
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l_resName[0] = l_arcName[mType];
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#endif
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int phase = mResLoader.load(l_resName, NULL);
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