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authorMegaMech <MegaMech@users.noreply.github.com>2025-12-13 11:50:28 -0700
committerGitHub <noreply@github.com>2025-12-13 11:50:28 -0700
commitb934e98fc34964970ab5efacb2fb7c3372ae0b1a (patch)
treecd96e5fabec7fdcc098d0de33b3b7e2754fb6cd5 /src/code_8006E9C0.c
parente6acb59ef4797ce27ddc9e21982c3f4e40824b52 (diff)
Refactor Track Class To Instantiate On Track Load (#587)
* Initial Commit * First compilation of Registry template * Further changes * wip changes * Impl TrackBrowser and Registry Info * Remove const from TInfo * Prep GetWorld * Name refactor * Refactor gWorldInstance to GetWorld() * wip * Should work now * Data menu work again * Fix editor staying open after program close * Rename LoadLevel to LoadTrackDataFromJson * More changes * Add statue * Add search to content browser using tags * Fix statue pos and register tags * Fix actor loading * Fix delete all bug which deleted cameras * reduce some boiler plate in actor and object * Remove unused rulesets * Search bar for all tabs * fix data screen * fix actor spawning * temp editor fix * Clean up * improve extra mode transformation * fix podium crash * Fix editor clicking * Fix editor clicking 2 * fix extra in custom track * Fix FI for three actors * Fix divide by zero error * Ids managed by Registry * Add scary comment --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com> Co-authored-by: coco875 <pereira.jannin@gmail.com>
Diffstat (limited to 'src/code_8006E9C0.c')
-rw-r--r--src/code_8006E9C0.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/code_8006E9C0.c b/src/code_8006E9C0.c
index 15b43bba3..d5530bbce 100644
--- a/src/code_8006E9C0.c
+++ b/src/code_8006E9C0.c
@@ -29,7 +29,7 @@
#include <assets/textures/boo_frames.h>
#include "port/Game.h"
#include "port/Engine.h"
-
+#include "engine/editor/Editor.h"
#include "engine/tracks/Track.h"
void init_hud(void) {
@@ -237,7 +237,7 @@ void func_8006F824(s32 arg0) {
D_80165828 = D_801657F8;
D_80165832[0] = D_80165800[0];
D_80165832[1] = D_80165800[1];
- if ((arg0 != 0) && (gIsGamePaused == 0) && (gIsEditorPaused == false)) {
+ if ((arg0 != 0) && (gIsGamePaused == 0) && (Editor_IsPaused() == false)) {
play_sound2(SOUND_ACTION_PING);
}
}