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authorbriaguya <70942617+briaguya-ai@users.noreply.github.com>2024-12-21 10:08:48 -0500
committerGitHub <noreply@github.com>2024-12-21 08:08:48 -0700
commitff2458128126fa8bb4b4c028c8b3fe627e35c33d (patch)
treeb1808eaa74d4b4f58208c66bd38dd81331d1e6d9 /soh/src/code
parent6fb974bfebc11bcfdb4827e7239c63f9ee2d7bcc (diff)
Fix actor inits happening too early (#4742)
* fix dogs not running * clean up kak gs fix * clean up scrub leader fix
Diffstat (limited to 'soh/src/code')
-rw-r--r--soh/src/code/z_scene.c12
1 files changed, 12 insertions, 0 deletions
diff --git a/soh/src/code/z_scene.c b/soh/src/code/z_scene.c
index 207a7b7d0..2ce88cc04 100644
--- a/soh/src/code/z_scene.c
+++ b/soh/src/code/z_scene.c
@@ -33,6 +33,10 @@ s32 Object_Spawn(ObjectContext* objectCtx, s16 objectId) {
return objectCtx->num - 1;
}
+
+// SOH [Port] Track when objects are first loaded for a scene
+static u8 sObjectFirstUpdateSkippedForScene = false;
+
void Object_InitBank(PlayState* play, ObjectContext* objectCtx) {
PlayState* play2 = play; // Needs to be a new variable to match (possibly a sub struct?)
size_t spaceSize;
@@ -75,6 +79,8 @@ void Object_InitBank(PlayState* play, ObjectContext* objectCtx) {
objectCtx->mainKeepIndex = Object_Spawn(objectCtx, OBJECT_GAMEPLAY_KEEP);
gSegments[4] = VIRTUAL_TO_PHYSICAL(objectCtx->status[objectCtx->mainKeepIndex].segment);
+
+ sObjectFirstUpdateSkippedForScene = false;
}
void Object_UpdateBank(ObjectContext* objectCtx) {
@@ -83,6 +89,12 @@ void Object_UpdateBank(ObjectContext* objectCtx) {
RomFile* objectFile;
size_t size;
+ // SOH [Port] Skip the first object load after scene init so that actors have their init delayed by one frame
+ // This seems to mostly if not nearly resolve actors that depend on console DMA requests ending later
+ if (!sObjectFirstUpdateSkippedForScene) {
+ sObjectFirstUpdateSkippedForScene = true;
+ return;
+ }
for (i = 0; i < objectCtx->num; i++) {
if (status->id < 0) {